Santharian Development

Santharian World Development => Places and Map Design => Topic started by: Val O´Neil on 28 June 2011, 04:00:12



Title: Masterwork: Mapping and Overview of Cyhalloi
Post by: Val O´Neil on 28 June 2011, 04:00:12
All new additions will be colored lovely in Lime.
All corrections will be made fancy in Fuchsia.

(http://i14.photobucket.com/albums/a319/velleyeo/smilies0231.gif)-the Cyhalloi Archipelago-(http://i14.photobucket.com/albums/a319/velleyeo/smilies0231.gif)

-OVERVIEW-
Cyhalloi is Caereleth's northernmost archipelago and can be found about a five to ten weeks voyage from the port of Carbrand, the closest and most commonly used port by the natives that make trade with Sarvonia. Similar in size to Akdor, it is composed of an upwards of eight sets of islands and isles, and is roughly a third of the size of Nybelmar. The Kasumar'ii-Men, Cyhallrhim Elves, Quasurhiim and Wroszul-Oc take up residency here, surviving the best they can with the limited resources that they are afforded. This land is a cold and seemingly desolate place to outsiders, where the moon dominates the sky and the Void seeps out into the dark seas lapping at the northern and eastern shores. Here, the mythical Ulvur are believed to stalk the forests of Folasch, guarded by ferocious Snow Trolls; Qu'prur has hidden her heart; a fiery God has abandoned his children; and a mysterious Diety tests the sanity of those curious, or maybe foolish enough to seek out His grove.

-LOCATION-
On the map, Cyhalloi is found northeast of the continent of Sarvonia, and east of the Icelands. It takes about eight to twelve weeks to sail to Ludor Port from Remusiat and five to ten weeks from the port of Margith, depending upon the weather conditions and time of year.

-DESCRIPTION-
Cyhalloi is Caereleth's northernmost archipelago and is comprised of a number of small isles, with three mainland islands at its center; Guldor, Dorolak, and Folasch. The isles flow out and away from the corners of the mainlands, giving one a sense of a spiraling motion. Each island has its own unique geography, as if patch-worked together by the gods; from rolling dunes of snow and bedraggled beaches, to wintry marshlands and jagged mountains. A frozen over bay at Cyhalloi's heart, called the Ice Plains, serves as a bridge between the three larger islands. Beneath the ice is a torrential clash of currents, but above is the home to various seafaring creatures, a bountiful but dangerous hunting ground for animals and natives alike.

The land is eerily still half of the year and bitterly windy the other, but leaves one with the initial impression that it is a frostbitten wasteland either way. As one approaches the two southern mainlands, the beaches seem surprisingly snowless for such a frigid climate and the nearly-constant snow trickling down from the skies. However, such is not the case. Black sands cover the expansive beaches here, muddying up the crisp whiteness of even virgin snow where ice has not taken hold. "The frost has bitten the color from the land," the Kasumarii would say. The southern isles are rocky and very boggy, the smaller spats of land even being lost to the sea whenever a heavy storm rolls over. All of the isles are covered in at least a light dusting of snow year-round, with the peculiar exception of the northeastern most set.

``It has been a few days since we left the trading port of Ludor, and we are approaching Guldor now; the turbulence of the waters is only matched by the howling winds. It is a rough morning at sea, to be sure, but only by counting the hours would you know that the night had passed. Apparently at this time of year, the sun is reluctant to climb to its perch in the sky, and when it does finally do so it sits low and lazy in the clouds. Despite the light snows, which are constant so I'm told, the shores are black as far as I can see. The captain tells me that it will be a few days, perhaps even a week, before we reach Winking Moon Cove. The sailors rush to man the sails as the winds kick up, and I am told to return below.``

Guldor
The most prominent landmass is Guldor, with its rich and wide landscape that holds the majority of the few areas that life thrives in. Here, farming is possible in the bay along the southern coast, the rich fertile soils beneath the water producing and supporting all manner of sea-foliage and sea-dwelling creatures. Starting at the southern peninsula, however, one would not get such an impression from the island. The ground there is mostly flat and rocky, jagged stalagmites like teeth sparsely scattered across the landscape, stretching out to the north with no mountains or trees to protect from the winds. Halfway up the peninsula is Qu'prur's Pass, a dark valley between two jagged mountains with sheer cliffs. Upon the lone standing mountain, Kasumar's Peak, on the east coast and north of the pass, lies the Kasumarrii's first great fortress city, The Citadel of Korenjah. The tundra here spans the entire midsection of the island, covering nearly a third of the island. It is protected by icy mountains, Dying Ice Ridge, on the east and Evathryón Ecúan, a mountain range stretching from the northwestern shore of the southern peninsula to the northernmost edge of the tundra along the western coast. The mountains here protect the island from the ices that threaten to creep up out of the bay. A wide forest, Sálen'Phýr, stretches out across the southern shores, shielding the belly of the land from the winds that sweep up the dark shoreline there. The coastline is a deceiving shade of brownish black, as it is not sand but soil that makes up the shore. Here, the turbulent currents sloshing across the coast prevents the ice from fully settling or freezing solid, and most of the year heavy winds wisk away any snow that may whiten the coast. The entirety of the northernmost peninsula is littered with a forest of icy stalagmites that loom over head, and cause the area to glow softly in varying degrees, echoing the light of the moon. Just past this one can see the occasional Cyhalrhim ice tower, which stands out amongst the stalagmites only due to their distinct opaqueness.

Dorolak
On the second largest island, Dorolak, the grounds are either frozen or extremely rocky and provides little in the way of edible foliage. The island is the equivalent of a snowy desert and resources are scarce for the orcs that live there, whose pillage-and-plunder attitude had compensated for their lack-there-of. However, even in a desert life can be found should one know where to look for it. While the tundra reaches the northern tip of the island, it is nowhere near as protected from the bay as the part spanning Guldor. Low-laying mountains are scattered haphazardly around the middle of the island, as if carelessly tossed to land where they may. Small, sparsely wooded forests are tucked in the shallow valleys between neighboring mountains, and against any other landmass that may serve as a sheild from the gales of wind coming off of the bay. It is presumed that few animals make home here, as there is little for game such as Elk to dine upon and, by extension, little for predators to hunt. The tail end of the island is filled with caves that flow toward the north, tucked into crevices of the rocky landscape. It is in these caves that the bulk of the orc population have taken up residence, as it provides much needed refuge from the bitter climate. Beyond that, little is known about exactly what one might find inside.

Folasch
The smallest primary island is Folasch, sitting at the northern end of the bay which has claimed the entire southern shore. Long tendrils of ice, like fingers, creep inland from the Ice Plain Bay, as if holding the island in the palm of its hand. Eventually the streams of ice, at least a dash wide, are lost beneath the hills beyond the southern beach. The western beach has not succumbed to the ices, but is long and shallow, slushy waters about a ped deep reaching inland for roughly 8 dashes. A small wooded area separates the beach from the Rolling Snows which is prime Troll territory in Cyhalloi. The huge powdery hills shift and move on a daily basis, much like dunes of sand in the desert. As the hills flow northwards, they very quickly gain altitude before dropping off, abruptly in some places, into a canyon. The deep and very eerie Shade Crest Canyon, set in the northern majority of the island, is thickly forested and is believed to be where the mythical Ulvur reside in secrecy. However, not many people would dare venture across the Rolling Snows, as packs of Snow Trolls can oft be found tolling around those parts, as if they were unofficial sentinels of the forest in the canyon beyond.

Ice Plains
The bay between the three mainlands, called the Ice Plains, is a death trap just waiting for foolish ships to haphazardly sail into its midst. The surface of the bay is frozen, a mixture of varying degrees of ice. The southern most part of the bay's frozen surface is often crashed into by icebergs pulled in by the current, clearing away large amounts of thin ice and leaving the impression that a ship could perhaps sail through. Such is not the case. A little further north one might think the ice is thick enough cross on foot, as no cracks are apparent and the heavy snows often hide any fractures in the ice. This area is known as "The False Bridge" and, as its name would suggest, sure-footing is not something to be found. North of there, at the heart of the bay, is a huge gaping hole in the ice where torrential waters swirl and slosh, angrily splashing and frothing as if trying to reclaim its frozen surface. The Kasumarii call this place Nexus, and avoid visiting it altogether. Fishing here, they say, is a fruitless endeavour, presumably because the currents near the surface are too strong and quickly whisk away anything that may get caught up in it. Northwest of Nexus lay mountainous ice cliffs that rise up high above the sea level between Dorolak and Folasch, huge chunks of ice occasionally breaking off the face to float away in the waters below. Where the bay has latched onto the southern shores of Folasch with long icy fingers lays a hidden ice ravine, called "Qu'prur's Palm". Hidden away by mounds of snow, it is often the final resting place of those that do not take care in where they step. Just east of here, wedged between Guldor and Folasch, one can find the Ice Shelves where many fauna, such as the Nexus Wallub and the Spotted Pinnup, can be found throughout the summer and winter months.

Waning Isle
The small island of Waning, also known as Winking Moon Cove, is directly to the east of Guldor and is a craggy little island that serves as one of the main cities of the Kasumar'ii-men, and has been found to not be open to outsiders. It was here that this particular tribe of humans initially began to flourish during the days of the Hiding, when the Wroszul-orcs had driven them from the tundra by relentlessly burning and plundering their villages following their arrival to the island continent. This city sits at the middle of the island and spans almost an eighth of its entirety. Now, the city that the Hiding has built there is a maze of lifted wooden walkways and docks along the crescent of the northern coast and southernmost point of the small Lune Bay, which is cradled safely away from the cold and often turbulent sea. Rows of trees that have grown so close together that one could barely step through the gaps between have been left standing along the walkways, acting as natural walls. In the majority of this city's inner areas slanted canopies made of wood or leathers have been built above the walkways for further protection from the elements. Along the southern coast are jagged rocks that stand, in some places, as tall as the trees themselves. Here, usable plants and animals are scarce and are mainly found hidden in the crannies of the southern rocks in the form of algae and crustaceans.

Void Isles
The wintry climate only becomes more bitter-cold and nigh unbearable as one ventures further north and, ultimately, closer to the Void. The northeastern most isles are unique in geography from the others in that they are, surprisingly, not dominated by ice. Each isle, save for the largest in the middle, seems to be nothing more than mountains jutting up out of the sea. Deep caves dot the mountainsides, and the fierce winds of the region howl ominously through the openings there. Some seem to think that the islands connect to each other under the frigid waves by way of caverns. It is home to the Quasurhiim tribe, and surely to many cave dwelling creatures, not yet discovered as those whom have visited the mountain isles have little to say about them.

Deity Isles
Found just to the west of Folasch, these isles are locked together by ice and generally have an unremarkable landscape. While mostly flat, heavy snowfall attributes to the hilly impression one gets of these isles upon approach by boat. Low areas in the land here tend to be heavily pitted, covered in slush and only giving the illusion of solid ground. The largest isle is covered in trees that sit so widely apart that one couldn't quite call it a forest. At the heart of the island sits what the Kasumarii call Deity's Grove, what the isles were ultimately named after. Sheltered from the winds by close-standing trees, tall craggy bushes and boulders that are uncharacteristic of this particular string of isles, it is a place filled with carvings of animals and various other offerings for a god or goddess unknown. It is said that when one spends almost any amount of time in the strangely quiet clearing, you'll be compelled to leave an offering of your very own before you can bring yourself to leave. It is assumed that it was once a place of worship for a people who lived here. However, all other remnants of anyone making home here have vanished into the ice and snow. Now, occasionally, Snow Trolls can be found mulling around eastern spits of lands in this string of isles, as they are connected to Folasch by the ice shelves there.

Qu'prur's Necklace
The southernmost string of isles, found just below the mainland islands on the map, are called Qu'prur's Necklace. Here, the beaches are lightly rocky, though not nearly as rocky as the southern shores of Dorolak. The largest of the isles, Lockette, is the westernmost and largest of the isles, and also the most dangerous to approach by ship. Here, huge rocks jut up out of the waters and local mariners say that many treacherous reefs form a barrier around this island, making it impossible to approach by ship. As if to illistrate the warning, a graveyard of wrecked ships foolish enough to sail too close are scattered around the island, against rocks and hung up on reefs. The difficulty of reaching the island has left it nearly untouched by mer or man, and the large boulders lining the coasts protect the thicket of woods at its center from the chilly winds. Many land bound birds can be seen scoring the beaches for food and are believed to roost in the underbrush there. It is said that the Heart of Qu'prur herself is hidden in the woods, though what form it takes is unknown. Just northeast of Lockette, upon one of smallest "beads" of Qu'prur's Necklace is a small trade city that the Stormcloaks, a Kasumar'ii-men guild, have established quite recently called Ludor Port.


-CLIMATE-
In Cyhalloi, it seems that winter will never end; snows fall nearly every day, coating the land. Here, the winter never fully thaws away, and most of the northern half of the islands have fallen victim to the ice creeping out of the bay. Though the chilled winter mostly drowns out the other seasons that may come to pass, the snows become torrential and rarely stop in the spring as the weather warms just a little. However, summer is quick on spring's heels. Heavy, warm winds sweeps away and melts at least half of the snows that spring left in its wake, and steals away most seedlings that would try to take hold. During fall and winter, the land falls under such a stillness that it makes one want to hold their breath. There is not much, if any wind at all, and the snow, when it falls, trickles gently from the sky. It is claimed mainly by the Kasumarii, despite being the coldest time of the year, is the best time of year: "The land is eerie, and downright beautiful in its uncanny quiet. As if Qu'prur, Herself, stole breath from the very air."

Darkness prevails upon these islands, the sky often times shrouded with thick swirling clouds or short lived flurries blotting out the sun. At night the weather seems more calm, and when the moon is full it lights up the sky as if it were the sun, setting the snow drenched land aglow. When coming from anywhere else, one would swear that the days were shorter here than they ought to be, while the night would seem to stretch on as if it would never end. The sun is lazy to rise and early to set, giving the impression that it is hard pressed to cast its light on such a distant horizon.


-FLORA-
The variety of plants upon land that are usable resources are scarce, making survival particularly tricky, especially since faring the icy waters around the islands is such a risky affair. Trees such as the Cyhalloian Pine and Snow Firs stand tall in most of the wooded areas here, acting as homes to Squirm Moss and other such plants. A narrow variety of bushes take hold here, as the climate does not allow it, but the low-lying Craggy Tuft can be found in places shielded from the winds. Many of the plants found here that are abundant enough to be a reliable resource are found in the cold, fertile waters surrounding the islands. The most prominently depended upon plant would probably be the Tyrscaru, a sea lilly that grows in surprising abundance along the southern and eastern coasts of Guldor, but can be found all around the islands.


-FAUNA-
Few animals have the hardy constitution required for living in such a harsh climate as that of Cyhalloi. Herding and domestic animals are practically nonexistent here, but that hasn't stopped the Ka'rii from trying to tame and domesticate the wild animals present. An offshoot of the Thunderfoot lives exclusively in the tundra sprawling across the waist of Guldor, named Íl’thróg by the Cyhalrhim elves. Animals such as the Cloaked Elk, Leveret Rabbit and the Cragdashlive can be found throughout the islands, leaping through the snows and hiding in the forests, though the latter-most beast tends to keep to the steep mountainsides. There are, however, plenty of predatory animals calling this continent home, like the Cyhalloian Slinker, the Mithrilene Lingradau, or the fierce White Bear. Animals that live on the ice, such as the Spotted Pinnip and the Nexus Wallub, prey on the abundant supply of fish that live in the cold waters around the islands, along with any other crustaceans that they may find. The Verhon, a bird that lives sparsely across the Ice Plains, generally tends to keep south of Nexus when pecking for food and is suspected to be the main cause in cracking the ice and making False Bridge even more treacherous than it already is. Fishing here is the easiest dinner to be caught, the SpearHead Trout being the most abundant, but is still quite the dangerous endeavor from encounters with the terrifying Krrroa'Haxpattl to simply falling into the frigid waters. Also, surprisingly, many land bound birds, such as the Snow Gynnia and the Pendant Hopper, can be found all across the continent. It is also suspected that many of these flightless birds live throughout the entirety of Qu'prur's Necklace. Also, to be mentioned, the Eagle, one of the largest predatory birds in Caelereth, calls home to many of the mountains particularly along the western coast of Guldor and the Shade Crest Canyon.


-RACES-
The tribes inhabiting Cyhalloi are few and far between, not many people would choose to live here- other than the elves, of course. However, once a place has become a people's home, no matter how harsh it is to live there, it tends to turn into a place of importance for them and the majority would not choose to live anywhere else.

Cyhalrhim Elves
These elves were the first to stumble across these arctic islands, hence the similarity between the names, but have since become feral, so to speak, and scattered themselves across the islands. They live in seclusion, keeping to themselves, the forest, and their ice towers that stand tall across the northern peninsula of Guldor. Having rarely interacted with their neighboring tribes, the elves are far from anyone's thoughts and a silent kill of a well-aimed arrow may be the only trace left behind by one of them, if any trace at all.

Wroszul-Oc
It is unclear the exact circumstances that transpired to result in the Orcs of Dorolak coming to be upon Cyhalloi, however it is apparent how the islands have drastically changed them. Their huge warship is washed up on the southern shore of Dorolak, the huge square barge a menacing wonder to behold. Having given up their quest to dominate the humans, they have receded into the caves of the island and begun a life almost as mysterious as the elves. These orcs skin color ranges from an ashy plum to a black blue and they stand at a great height, averaging at 2 peds. They are said to have a wild mane of pale hair about their heads with beady pale-gold eyes and dark greenish lips. It is rumored by the Kasumarii that these orcs mated with the Snow Trolls because their numbers were so few, which they seem to think perfectly explains the orcs' immense stature, ferocity and wild fur.

Kasumarii-Men
The Kasumarii-Men, also known as Ka'rii, are a tribe born of hardships and battle. When ships fleeing a plague get lost at sea due to storms, they crash upon the southwestern shores of Guldor and quickly move north into the mountains to take refuge from the harsh climate. Surviving the unforgiving winter was a testimony to their will and resilient constitution. Upon emerging from caves when summer blinked it bright eye, their hardships had just merely begun. The orcs of the land discovered them, having just finally made their way to the continent and started their race to claim it against the elements and against the never-seen elves. It took decades for the Kasumarii to grow in numbers and become learned in the art of guerilla warfare. Once they relinquished control of the tundra from the Orcs entirely, their tribe began to flourish and they established two main cities; the Citadel of Korenjah and Winking Moon Port. It wasn't until fairly recently that the Ka'rii began relations with other continents and built Ludor Port in the southern end of Qu'prur's Necklace as a trade city open to outsiders.
 
Quasurhiim
An offshoot of the Kasumarii-Men, this tribe was established shortly after the orcs had first begun driving the humans out of the tundra following their arrival to the islands. After many raids and skirmishes, a large group of Kar'ii fled to the north where the orcs never ventured due to the increasingly frigid climate, weary of the bloodshed that they had witnessed. They searched for a home where conflict with other peoples could be avoided, and where they could live peacefully with each other. It is said that upon finding an Ice Tower, the group pleaded with the elves residing there for shelter from the bitter-cold by offering them the frozen remains of two elk they had felled in the forest along the way. The Cyhalrhim elves took pity upon the downtrodden humans, allowing them to stay and learn how to survive by watching and participating in their everyday lives. Once sure of the knowledge they had gained, and that they would not perish should they journey out into the wilderness, they left the elves in search of a home that they could truly call their own. Something was calling to them from the north, it seemed, a lulling voice so beautiful that they could not refuse its beckoning. So it was north that they travelled, until they discovered the Void Isles, naked of snow, and they receded into the extensive caves and caverns throughout those mountains.

Snow Trolls
All across the northern half of the continent of Cyhalloi, one can find these Trolls trudging around through the snowy landscape. Not too much is known about this brutish tribe, as they tend to be particularly hostile towards anything that isn't a Troll as well. Oddly, despite their size, they have been known to be spotted from a distance and then seemingly just vanish into the snow, even when one doesn't look away. It is thought that they tend to keep mainly to Folasch island, but have been spotted briefly in the tundra of Guldor and the northern areas of Dorolak. While there are no reports of them across the southernmost areas of the continent, it does not mean that they are not there, though the notion seems unlikely.

Ulvur
The Ulvur, thought to be merely creatures of myth by most, are said to reside in the northernmost forests tucked inside a surprisingly deep canyon in the northern island of Folasch. It is said that their song can be heard, howling with the winds on nights of the full moon. While no one has reported seeing a member of this tribe in the remembered past, Shade Crest Canyon is respected as their home and none dare to trespass on their land. That is, assuming that they make it past the Snow Trolls and survive the treacherous climb down the canyon wall first.


-MYTHOLOGY-
There is nowhere else in the world that the moon is larger, brighter, nor more revered and hated than it is here, upon these isles. Because of this, it is believed that the mythical Ulvur stalk the forests of the northernmost mainland, Folasch, their secrets hidden deep within the canyon nestled in the north majority of the island. This is, however, only the most prevalent and well known myth of the region and there are many others to be told; such as the Tundra Beast and the Lindorm.

The Pilgrimage
Long ago Qu'prur came unto the Kasumar'ii-men to show them the path through the darkness. "Need not the light," She said, "as it can be just as blinding as the darkness- but nothing else is as absolute." Then, with a wave of Her pallid hand, death swept the land and drove them into the dark.

Her children must face her, to love her, and like all those learning, must be pushed to do so with a firm but patient hand. The weak would fall and the strong would thrive, but she did not discriminate. She taught that all had strength, they had but to grasp and utilize that strength. In the eyes of Qu'prur, only the fearlessly strong are worthy of reaching the land that she gave birth to intended as paradise to her children. Her love is hard and earned, and that much more gratifying to receive because of it.

Great ships brought them to Cyhalloi, many along the journey perished and the deserving- the ones that fell fighting- were wrapped in night cloak and kept safe as to be reborn. They had followed Her voice through the turbulent seas, and by the time they stood once more upon still ground they had lost track of how long they had been wandering through the darkness. However, reaching the land wasn't the last of their trials. Further tribulations lay ahead.

The inhabitants of the region proved to be aggressive and ruthless in their assault on the Kasumarii, and they had to fight tooth and nail just to survive. It taught them that the strength of will they were born with was not enough, they must aspire to be more. It taught them patience, and it was down this arduous path that they would learn such patience. The Kasumarii became the Hiding then, using the shadows to their advantage in order to slip by their foes. This gave them the time to calculate, to learn, to grow. And once they were strong enough and brave enough, they conquered the orcs and drove them out of their paradise.

It was then that Qu'prur looked down upon her children with respect and provided them her favor- granting them power that only the Moon had to offer. For, while her love was hard, it was true and absolute; as deep as the Darkness, and endless as Life and Death.


Deity's Grove
Deity's Grove is said to be the final resting place of a long forgotten god, and it is certainly eerie to behold. Whether or not the celestial being is male or female, one may never know; but the strange primal magic and the huge totem looming in the middle of the clearing, thickens the very air. The grove itself is actually a breathtaking sight, seemingly unscathed by whatever the world may bring to pass and the crisp white snow appearing untouched by wind or animal or anything else, as though it has always just fallen. It seems too white, too virgin, and glitters in the sunlight in a way that doesn't seem quite right for snow, though it is impossible to say exactly why. Even compared to the Shade Crest Canyon, it is describe to as beyond eerie.

The clearing itself is surrounded by huge boulders, as though put there by someone on purpose, however it would have taken incredible ingenuity or a giant to move such large rocks. Only a small gap between two of the boulders on the southeastern side of the grove allows admittance into the area. As stated before, a huge totem sits quietly in the midst of the clearing. A wide, oval base with all manner of carvings and drawings around its sides has bowls chipped right into the surface, presumably where offerings are to be placed.

The totem itself stands tall, reaching at least 5 peds in height, and is solid stone. Strange, swirling designs that glow much like LuneWeep stones are said to be traced all over the rock, however those whom had reported stumbling across this particular place all describe different designs. One particular Shade Cleric who claims to have seen the grove states that the designs played out a story; telling the birth, life, and death of Qu'prur. Others have said to have seen their own lives, and their own death, upon the stone. But all say the same, that the stone seemed to have gnarled black antlers growing out of its crown, like burnt jagged hands reaching up to grab the very sky.

Others, still, reported even stranger things:
"I could hear it, the big stone in the middle, like it was whispering to me- couldn't make out the words, though. But the sound of it buzzed around in the back of my head, barely noticeable. It wanted something, I could feel it. So I slit the throat of my leveret on the base and kneeled in the snow until the blood froze." -Shade Cleric

"It was so quiet there, like the air was holding its breath. It could have been peaceful, I suppose, except that it seemed that the silence itself was loud and screaming, drowning out the rest of the world." -Korenjaan


Qu'prur's Heart
It is told in stories that hidden deep in the woods, which thickly cover the entirety of Lockette island, is a sacred place where Qu'prur herself hid her heart.


Kasumar's Blade
Long ago, after Kasumar helped his people overcome the oppression of the orcs and drove them from Guldor, he disappeared into the forests of the north. It is rumored that he went there to learn the secrets of the elves. After this, he is said to have disappeared into the Rolling Snows and never returned. Many Kar'ii believe that he made it down into Shade Crest Canyon and lives with the mythical Ulvur there, others believe he perished in the snows for any number of reasons. Either way, all Kasumarii believe that his fabled blade, given to him by the god Korenjah himself, is still to be found somewhere on Folasch island.


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Val O´Neil on 28 June 2011, 04:00:44
I've got some ideas for Cyhalloi, but I don't know if they're any good. So! Before I get too far into drawing up the map and all of that, I wanted to put up what I have so far. I hope the landmarks are the right size? I feel like the "spine" (the mountain range along the inner coast of Guldor) has one or two too many mountains in it... but I don't know... I thought a glacier on the other side of the ice mountains, melting into the sea would be neat and make sense, as it would be made up of the drift snow from the tundra and such. And make for some strange, glacial beasts later. :D

Talia kindly posted a map in my MasterWork Permission thread showing me where the tribes and the ulvur are kind of supposed to be. The ulvur are supposed to be placed on the northern-most mainland, hence the forest there. The plateau is a passing idea and I'd understand if you want me to remove it, though I figured the placement there and the two other mainlands would help the southern half of the island thrive with wooded areas as it would be more protected from cold winds off of the ocean- not to mention the great big wall of dirt and such to keep whatever warmth there is inside the forest. The lines on top, I'm sure you can guess, are streams that flow together to end in a waterfall. Or we could have some kind of underground water system that comes out of the cliff wall at some point to make a waterfall?

I was also wondering if I had to place the Faburi on the map, or if I could/should just leave them out since they're unfinished and not actually onsite? I wasn't sure, so I have a suggested spot for them. I was torn between putting them on the lower isle or on the slightly larger northern isle. The black x's are a couple of orc settlements. I thought that maybe I should place a (currently inactive?) volcano on the southern part of Dorolak, on the fat spot in the island's tail, and that I should probably put the orcs near it. The northernmost part of Guldor, the top of the tundra and the forest areas, are going to be for the elves.

These are all, however, just inklings at the moment, and placement of the tribes are even less important than the geography of the map that this point in time.

I tried to find the climate and territory map of Cyhalloi that apparently were already made up, but I'm guessing that the move over from ezboards is what robbed the threads of the pictures.


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Ta`lia of the Seven Jewels on 29 June 2011, 00:07:51
Val, don't worry about those old maps. Not even the one I posted in that other thread. Nothing is on the site, not really on the dev-board either, and nothing has been developed far. If at all, that were only some thoughts about a "How could that be". Don't feel you have to stick to those old things except to what is on the site, and even there things can be bent with a good reason. None of these guys are here today, these maps were discussed 9 years ago!

The Ulvur have to be kept away somehow, so maybe put them even more north so that nobody can find them accidentally. Maybe in a depression of some kind, so that they can survive? (Proposal only!)

Quote
The Ulvur lives in the cold, northern lands of Cyhalloi, which they are perfectly adapted to. Their territory lies at the northernmost part of the continent, a place sentient beings except themselves seldom visit; deep within the ancient, dark and frozen firwoods, where their few but big cities rise high above the ground, still without being taller than the enormous fir trees (average height for a tree is about 20 peds) - at least this is what the legends tell. Ulvur never venture from their homeland unless there is a terrible need to. This makes it nearly impossible to encounter these men-beasts in person, unless you should decide to seek out the remote lands far to the north, mostly far away from the rest of the Cyhalloian civilization. Do they really exist or are they mere myth? No-one can say for sure.

The Karii:

Quote
Most of the Cyhalloian island of Guldor and a tiny portion of Dorolak are under the control of the Kasumarii, but no mapmaker could ever pin the boundaries down; they change almost every day.

The island of Guldor itself is a desolate, snowy tundra. Diverse of many resources, only the hardiest survive. The Kasumarii are among the hardiest. There are many low sweeping hills covering adding complexity to the terrain, and a few forests dot the island, though not enough that their wood resources shouldn't be used sparingly. Kar-ii and orcs often fight over these few precious sources of lumber, along with what few other natural resources exist on Guldor and Dorolak. The sea is all but the Kasumarii's alone. Their fleet is much more advanced than that of the orcs.


Feel free to distribute the tribes where you want them (and name a new one as you like it).

I 'll set a link about climate later, as that is one of my other big projects. Basically cold.. snow and ice... though it looks less white on the map as the Iceland coast , Iol and the Wicker Islands, so you might have less snow, or it is swept away by the storms. (your choice mainly)

Volcanos - we have by now a lot of volcanic activity in the north. Altario wanted to have a icefree bay in summer in the gulf of Oh'Cant'Aelwyn, so there must be an undersea volcano. The Himiko on wicker Islands will have hot springs under the mountains. In the East in the mists it is kind of warmer anyway. Why? ;)

I started a climate project not too long ago, Look here (http://www.santharia.com/dev/index.php/topic,12775.msg153553.html#msg153553). It is all still not yet decided and in the flow, but it might give some ideas. My goal was basically to bring some warm water up in the north. It would affect Cyllahoi also.

Aurora Borealis: Of course we will have one, caused by the void and perhaps the moon. That would be a subject to discuss - how strong, and when.

I love the first pic most!
http://en.wikipedia.org/wiki/Aurora

Edit: Don't put too much work in your map now. Do not fiish it. You might want to change something while writing!


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Artimidor Federkiel on 30 June 2011, 02:38:02
Just a note: There still exist some maps on the sever on Cyhalloi, which are of course difficult to find, but I'll post them here. Maybe they'll help for rough orientation on how a few things were planned back then:

Cyhalloi Climate (Avis) (http://stuff.santharia.com/avis/cyhalloi_climate.jpg)
Cyhalloi Tribes (Avis) (http://stuff.santharia.com/avis/cyhalloi_tribes.jpg)
Cyhalloi Climate (Isilhir) (http://stuff.santharia.com/isilhir/cyhalloi.jpg)

A started entry on the Faburi BTW is here (http://www.santharia.com/dev/index.php/topic,6620.0.html) in case you haven't seen that one yet.


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Ta`lia of the Seven Jewels on 30 June 2011, 03:11:40
How did you find them? They weren't attached to the relevant discussion thread. Well, as the webmaster you need to be the master over all lost things ;)

Are these maps and ideas still relevant? You know, I'm fighting for conservation of what we have on the site. But these things never made it , the people who discussed it are long gone and as you told me once, what is not on the site, is up for discussion. Ishilir's placement of the Ulvur does not make much sense, if his people should be mythical for most (and is not pinned down in the entry, if I remember right). The climate up to 15 degrees in summer? That does not fit well to the Icelands Coast, we would need a lot of warm water from the South..

I would give Val a free hand to plan the things as they make sense. I think we should not burden her with that outdated stuff. She should have a look at it to grab the good ideas, but not feel obliged to take it into account, if she has better ideas.


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Artimidor Federkiel on 30 June 2011, 03:18:47
I just posted the maps, as I know where they are by searching my local hard drive, so there must be an equivalent on the Santharian server if someone sent them to me to upload them :)

How much relevance they still have or how they fit it with other new ideas is another matter. But maybe they can help in a way nevertheless for the one or the other reason.


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Ta`lia of the Seven Jewels on 30 June 2011, 03:27:13
Of course! :) Just wanted to prevent, that Val thought she had to use or should use all that old stuff. Some of it might be helpful.


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Valan Nonesuch on 30 June 2011, 03:36:12
We don't necessarily need warm water, after all Cyhalloi borders on the void. What's to say that there's not heat from Aeruillin trickling into the area around Cyhalloi?


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Ta`lia of the Seven Jewels on 30 June 2011, 03:51:14
LOL, and I thought that's just me who tries to explain everything various phenomena with the void. Well, we need it cold at the edge ;)

(Void channeling warmth from the sun to the north???  Hmmm....  )


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Val O´Neil on 30 June 2011, 04:52:26
There's a name already for the northernmost mainland island, something starting with an F. But, for the life of me, I cannot find it anywhere.

The void channeling warmth could be a phenomenon that only happens every once in a whiiile...


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Coren FrozenZephyr on 30 June 2011, 05:17:58
Glob - voidal warming?


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Shabakuk Zeborius Anfang on 30 June 2011, 05:20:59
This looks like an amazing project, Val!

One comment: Don't forget the Snow Trolls! They are mentioned in the Ulvur and Troll Race entries.


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Val O´Neil on 30 June 2011, 07:25:49
Ugh, why are there trolls everywhere? They can live in the forest with the Ulvur     ⌐_⌐


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Val O´Neil on 04 April 2012, 00:57:16
I know it's been a long time, but my eyes were much larger than my appetite when I started on this and I very obviously didn't know what I was doing. Not to mention all of the craziness going on in my life at the time. But things have settled down as much as they are going to, I assure you, and while I might not have perfect attendance here, I still have the desire to contribute in big ways. After some long looks at other continent entries, and saving the over-elaborations that I did on each island and set of isles for separate entries, I think I have a decent write out here?

If you want more detail or want me to explain each island in this entry then, by the gods, I can drop it right in there easy as eating pie. I realize I have a couple blank spots, and a couple things left out like the time a voyage to the islands would take- but I simply have no clue about the numbers to put there, or from what place the voyage would begin. If I did this wrong, then for goodness's sake, tell me soon. I've given in to the idea that the entire place is frozen, and I desire no such thing as volcanoes or hot springs to bring any area around to a more reasonable temperature. All my people will just have to endure freezing their tooshies off.

If the added race of people isn't okay, then that's fine and I'll remove everything about them from this entry- which isn't much. If they're fine, then someone, for the love of god, help me think of a name for them. And, yes, I did change the Faburi to Sabuin (pronounced Sah-boo-in), because it's prettier, and Frolatch to Folasch, because it was too Norse sounding for me.


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Artimidor Federkiel on 04 April 2012, 04:14:41
Hello and welcome back, Val! :wave:

Good to hear that the craziness in your life has become more controllable, so that you can continue with your masterwork project :) It's been a while since you updated this entry, so let's hope we can bring it closer to perfection and eventually move it up on site as the one and only Cyhalloi entry :) And for your perseverance you get an aura +1 right from the start from here!

Ok, first some fixes in the current text:

grey ... unclear
yellow ... correction

Quote
...the bay there has torrential waters swirling beneath its still, icy surface.

Quote
As one approaches the mainlands, the beaches seem surprisingly snowless...

Quote
Suitable farming grounds is a rarity, and the orcs and humans of the mainlands, have and, are still lightly warring over such places.

Quote
...for the orcs that live there, whose pillage and plunder attitude evens out their lack-there-of.

- Reading through the Description I have the feeling we can organize it a bit better. Well, we don't have that many exemplary continent entries (or very old ones), but we can try to make this one as we'd like the others to be as well :)

So I'd say: How about making a paragraph for each section you describe with a caption on top, so that I can easily put it up with as a list with bullets on the site. E.g. sections about Guldor, Dorolak, and Folasch, maybe an own section for  the southern isles, then one for the northern ones etc. That way readers can look at the entry and easily find what they are looking for. In a large bulk of text, that's a bit difficult.

- Same with the section you call "Races", which could be renamed to "Races/Tribes" maybe. Own sections with captions would be nice to have - some general introductory sentences in front, and that's it :cool:

- In general some more stuff on mythology, or at least hints would be interesting, just to set the mood for this continent.

Now on to your questions:

- It's not necessary to get down to every little detail of the islands right now. I assume that you plan to elaborate on more Cyhalloian related entries anyway in the future, so you can put all that in then.

- Some sentences still read a bit a philosophical at the moment:

Quote
It takes about a span of time to sail from somewhere, and amount of time from somewhere else.  :thumbup: :lol:

I love that! It says so much about Life, the Universe and Everything!  :grin: Well, we'll have to see to get some of these details in, so don't worry about that right now. The approximate size for example should also be added in the overview (as: how large is Akdor?), but yeah, details on that will follow.

- Personally I also don't mind if you put these new tribes in, sound good to me. BTW: Maybe you've notice Arsha's "Race that lives up North" (http://www.santharia.com/dev/index.php/topic,15249.msg195056.html#msg195056) post - perhaps there's room for these guys in Cyhalloi eventually (if it fits to your ideas). Could maybe be briefly mentioned somewhere if you think this could work, and while it may take its time to get to the actual development of that tribe, we'd have at least a spot for them.

Okeydokey, that's it fron here so far... Glad to have you back, Val! And I'm looking forward to see this one get finished and put you up on site as a regular Santharian member!  :rolleyes:


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Val O´Neil on 05 April 2012, 12:02:45
Alrighty :D    So the way I originally was writing this was fine. Haha. Okay, well I've finished writing the paragraphs for the three mainland islands, and am working on the isles. Any suggestions for names for places such as forests or the canyon, or anything with a blank like "_______", would be most helpful. The Sabuin have their own language, or at least I would like them to. No idea what Tuttinbu would mean, I just thought it sounded spiffy, but I want Sabuin to roughly mean the People of Bu. :D


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Shabakuk Zeborius Anfang on 06 April 2012, 07:36:10
As well as being educational, this was fun to read for me - which is due to your fluent style and your imaginative use of language. I love the names you came up with: Tuttinbu, Folasch, Sabuin ... they can stand proudly next to the nomenclature of 'Gulliver's Travels' (Brogdingnag, Struldbrug, ...) - and that's a compliment in my book! Aura from me!

I'd be happy to do a uri-check (noticed a few minor things along the way), but would prefer to wait until you've got all your gaps filled in and all issues discussed, otherwise I might end up doing work on passages that are going to be rewritten anyways.

Meanwhile, a few questions:

Quote
While the Sabuin, a nomadic whaling tribe, may not appear to be human at first glance, they are.
Why do they not appear human at first glance? I respect the need for succinctness, but in this case I think we should be told what makes the Sabuin special (in appearance).

Quote
The island is the equivalent of a snowy desert, resources scarce for the orcs that live there, whose pillage and plunder attitude evens out their lack-there-of.
It sounds as though the orcs are the only humanoid inhabitants of Dorolak? In that case, whom do they pillage and plunder? Do they travel to other islands by boat? (Orc vikings?)

Quote
As one approaches the two southern mainlands, the beaches seem surprisingly snowless for such a frigid climate and the nearly-constant snow trickling down from the skies. However, such is not the case. Black sands cover the expansive beaches here, muddying up the crisp whiteness of even virgin snow where ice has not taken hold.
Where does the black sand come from? I've seen that sort of phenomenon in Iceland, where vulcanic ash and black desert sand gets blown over glaciers and puts a black coat on them. But you've decided against putting vulcanoes on Cyhalloi, as far as I understood?

Quote
Void Isles
The wintry climate only becomes more bitter-cold and neigh unbearable as one ventures further north and, ultimately, closer to the Void.
...nigh ... :)

Overall: very well done indeed. It's high time you became a member.


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Artimidor Federkiel on 01 May 2012, 04:10:22
I see you haven't forgotten about this one, Val, as you seem to have updated the entry yesterday and are working your way through... Just wanted to make sure that we don't forget about this one. :) Shabakuk also made some comments, so maybe you can take care of those, and I'll see to make some suggestions on the names and distances you're still lacking soon, so that we get this covered as well, eh? ;)


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Artimidor Federkiel on 02 May 2012, 02:50:41
Ok, some name suggestions, Val - feel free to use the words in another context as well in case it seems appropriate :)

- Void isle tribe suggestions: Ymanjam, Zhingan, Zhaeror, Xarmadam
- Tuttinbu Isle, prominent village suggestion: Schakadorsch, Schakadasch, Burfasch, Schabourn, Caschavmran
- Offshoot of the Kasumarii suggestions: the Ynschurii, Quasurii, Inskamrii.
- Sabuin river (I assume you're referring to one there) suggestions: Tofrasch , Brofasch, Rofbasch, Tombrasch

To facilitate the sizes thing: Could you maybe take a Cyhalloian map and put the various names of the island on it and maybe the one or the other key geographical location name, just so we have it all graphically available - this should make it much easier to read the entry with a rough map next to it. Plus I can than easier measure the various distances and sizes.


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Val O´Neil on 05 May 2012, 07:42:59
I enjoyed all of those suggestions, and though a few of them jumped out at me, I still feel they don't quite have the sounds I'm looking for when spoken. For the Sabuin, I'm looking more for soft shushing sounds with a bit of (clicky)abruptness thrown in, and a distinct lacking of "r"s- if any of that makes sense at all. Though none of these names fit quite right, in my mind, they do provide me with a base with which to start off of. So, thank you very much for that. ^_^

Anyway. The map may take a hot minute for me to give you, as my personal computer is no longer set up at the moment. But I will set it up and get that to you as soon as I can.


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Val O´Neil on 24 May 2012, 06:37:30
Okie dokie then, I have a rough draft map for you to work off of.

The green area is the Tundra.

EDIT:: I would also like to move the line for Schu'Buda down a bit further so it takes up a little over half of the island. And, also, the Dieing Ice Ridge a little closer to the coast.


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Azhira Styralias on 24 May 2012, 06:47:30
Ok wow. When did we start developing Cyhalloi?  :shocked:

Not that I mind, just asking.


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Val O´Neil on 24 May 2012, 06:59:26
A whiiiile ago, it as been a very slow process for me. Landscape has proved difficult, as I am not very good with sizing up what will fit where.
I will be rewriting the Kasumarii as well- I think? I have a lot of ideas for them that makes the entire tribe much more... sound.


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Azhira Styralias on 24 May 2012, 23:51:08
Yes please fix the Kasumarii! Make them not be snowy ninjas, please... ;)


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Artimidor Federkiel on 25 May 2012, 03:28:39
@Azhira: Yeah, this is Val's masterwork, well deserved! Obviously it takes a while to get it done, but it's very comprehensive already and will give a good indication who lives where on this part of the world.

@Val: Excellent! Thanks for the map! This really helps to identify what lies where, a very important map to go with the entry :D Aura +1 for getting this one done and making a good deal of further progress with the entry so far as well!

But I see you're still working on the entry filling out more details, so just continue on, we've got time! But it's coming along nicely, and that's great to see!


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Val O´Neil on 25 May 2012, 10:23:48
Snowy ninja-assassin-pirates that eat orcs for dinner... and every other meal, apparently. O.o

EDIT: I am removing the Sabuin people. Rayne suggested, and I agree, that the islands are getting a bit crowded for it to be a supposedly remote place. Such a shame to lose such nifty names I came up with. Oh well! Maybe I can recycle the tribe and names somewhere else at some point in time.


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Val O´Neil on 25 May 2012, 14:06:58
And just as quickly as I removed the Sabuin from the entry, I have revamped the map. Here you go   :)


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Val O´Neil on 20 October 2012, 16:00:06
Not much has changed in the entry, though I assure you I've been poking and prodding at this since I last was actually active onsite. However, I feel I have gotten to a point where the entry can welcome comments, not because I feel it is fully finished- but because I can't seem to get any further with it after such a long time. Sooo... pretty please? Comments would be super appreciated, as well as(especially) suggestions for the Orc's mythology- orcs are so beyond me. When I look up at them, all I can see is a jutting chin, big teeth, and angry eyebrows. :buck:

Thank you and Bobspeed
:heart: ~ Val ~ :heart:


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Ta`lia of the Seven Jewels on 21 October 2012, 03:48:07
I'll give it a look on Monday, Val, tomorrow I'm busy.


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Mina on 22 October 2012, 00:12:25
I see some placeholders.  Do you need help filling them in, or do you have the information already? 

Quote
Qu'prur
Is it too late to suggest changing the name?  I don't know what changes you are making to Kasumarii history, but going by what's currently on the site, it might be more realistic if it were less obvious. 

Quote
Dieing Ice Ridge
It should be "Dying", I think. 

Quote
Salén'Phýr
The first accent should probably be on the "a" instead of the "e" if you are going with Styrásh as it is described on the site. 

Also, I'm not very good with climate stuff, but according to Wikipedia, "tundra is a biome where the tree growth is hindered by low temperatures and short growing seasons".  Won't such conditions be even worse to the north of the tundra, making it even harder for the trees to grow there?  Perhaps the forest and tundra areas should be switched?

Quote
The small island of Waning, or Winking Moon Port, is directly to the east of Guldor and is a craggy little island that serves as a port city which spans about half of its entirety.
I think you might have underestimated its size.  From the distance from its easternmost point to its westernmost point seems to be roughly the distance between Klinsor and Lorehaven, which is roughly 400km or around 250 miles depending on which measurement system you prefer.  It does look like the sort of place that could have a port city, just probably not one that covers half the island. 

I see three names for orc tribes: Emesz, Chuut, and Inuk.  A mistake?  Anyway, as far as orcs are concerned, one of their former developers, Marvin, told me that while orcs are generally more primitive than humans, they are just as intelligent.  While you did offer a possible explanation for this tribe being relatively unintelligent, that they are inbred, it also sounds like the sort of thing a prejudiced outsider might say about them.  Actually, the whole section on the orcs sounds like that.  Which is fine given that entries are supposed to be in-character works and most of the information a Compendium researcher would get probably comes from the Kasumarii, who have good reason to give an unflattering account of the orcs, but it's something to keep in mind.  As for their mythology, and mythology in general, maybe this (http://www.ualberta.ca/~urban/Projects/English/Motif_Index.htm) could provide some ideas. 

Quote
There is nowhere else in the world that the moon is larger, brighter, nor more revered and hated than it is here, upon these isles. Because of this, it is believed that the mythical Ulvur stalk the forests of the northernmost mainland
It's not clear to me how these two things are linked.  Maybe you could explain it a little more? 

What's a Shade Cleric? 


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Mina on 22 October 2012, 21:05:00
Just thought of something regarding the orcs.  Their myths might not need to say anything about how they got to the island; they could believe that they had always been there.  The War of the Chosen supposedly broke up the continents, so it might even be true, assuming that part about the War of the Chosen is true.  And if Cyhalloi was joined to Northern Sarvonia in the past, it might have been somewhat warmer, so the orcs might have myths about that. 

Also, do you think it is possible to have another port in the western part of the continent, maybe somewhere in the southern islands?  The distance between the eastern and western end of the continent seems to be about as long as the distance between Northern Sarvonia and the western end of Cyhalloi.  So rather than sailing all the way to Waning Island in one go, I think if it was possible at all sailors would probably try to find somewhere along the way to stop and resupply, which would eventually develop into a port itself.  Lockette itself sounds too dangerous, but maybe one of the other islands has a suitable bit of coast? 


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Ta`lia of the Seven Jewels on 24 October 2012, 03:42:51
Hi Val, I skimmed over your submission, but surely missed a lot. So if I now start commenting, it is as if I don't know, what follows, but this way it is easier for me, takes less time.

I will surely mix up things you should change, because it eeds to fit to the rest of the world and just ideas I would find fine. If you don't like my proposals/ideas, just mention it and we can talk about it.

-OVERVIEW-
Cyhalloi is Caereleth's northernmost continent and can be found about a times voyage from place, being the closest and most commonly used port by the natives that make trade with Sarvonia.

I admit, I don't understand your first sentence, is there something missing? Or do you still need to fit in the durage of a voyage and the name of a place?
Edit: Read Mina's comment, obviously you still need to fill in names etc.


It relates in size to Akdor, also being one of the smaller continents of Caereleths, composed of an upwards of eight sets of islands and isles, and is roughly a third of the size of Nybelmar.

We have always called it a continent, but is it not more an archipelago like the Polinesian archipelago? So of course you would have to call it first a continent, for that is the common denotation, but tell the reader, that it is not a true continent, but a group of islands. And that the name should be Cyhalloian Archipelago.

Crude definition of continent: The narrowest meaning of continent is that of a continuous area of land or mainland, with the coastline and any land boundaries forming the edge of the continent.

From here: http://en.wikipedia.org/wiki/Continent



This land is a cold and seemingly desolate place to outsiders, where the moon dominates the sky and the Void seeps out into the dark seas lapping at the northern and eastern shores. Due to the constant snows and ice, and the unyielding winds ripping across the continent, most of the grounds here are barren and unsuitable for crops. It makes survival much more complicated in this frozen wasteland, yet life can be found even in the most severe conditions. Nowhere else is the moon larger, brighter, or more revered and hated than it is here, upon these islands. For this reason, it is believed that the mythical Ulvur stalk the forests of the northernmost mainland, Folasch, their secrets hidden deep within the forested canyon there.

Nice description!

I think it is required that you mention, which tribes are lving here. But don't write too much and try to keep it in the same good style

-LOCATION-
On the map, Cyhalloi is can be found northeast of the motherland of Sarvonia, east of the Icelands and directly north of Yamalquain. It takes about a span of time to sail to Winking Moon Port from somewhere, and amount of time from somewhere else.

Yamalquain is not yet known, only rumours, so better don't mention it at all. Rumours should not have a place in the 'scientific' description of an entry.

I'll think about the time a ship will need from Remusiat or from father south


That port is where?


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Val O´Neil on 27 October 2012, 16:16:01
::@Mina::
Honestly, I don't exactly remember why I changed the spelling of Queprur. Probably something to do with their worship of the Goddess, and the fact that they see her in the light that the elven culture sees her in. Maybe I just thought I could get away with it. Dunno. Though, I do like the way Qu'prur looks better than Queprur. Changing the spelling back isn't a issue, and I'll do so. Easier than BSing well enough to use apostrophes with reckless abandon- and, if I remember correctly, there's already one set of islands with too many apostrophes.   >.>

And! It's never too late to suggest changing anything!!! :grin:

"Salén'Phýr" I got straight out of the Styrash dictionary, literally copied and pasted the two words and stuck a apostrophe between them. If the accents should be the way you say, then I will change it as I am not elven language savvy.

I did, and probably still do, significantly underestimate the size of all of the islands that make up Cyhalloi. It is hard for me to get a grasp on the areas and how much I can put into them when I don't know the square miles or, really, any solid numbers telling me just how big the areas are. I'm not very good with looking at a map and being able to judge the distances, especially when there is no distance measurement guide (or whatever that little measurement bar is called) on the map. I only have other continent maps to compare it to, and when I did that, Waning Moon Isle seemed particularly small to me. Thank you for the rough estimate of its size, and I'll be sure to fix that part as it is particularly unlikely for a port city to take up 125miles of space.

As for the orcs- they're called three different things in the entry because I couldn't figure out which one I liked better, or which was most acceptable. Chuut, if I remember correctly, means... vermin? Or something like that? Inuk for rock (since Dorolak is largely a rocky island with little else on it... like the rock trolls, for example). Emesz is... fire? Right? Which would keep true to the initially implied nature of the orcs by... I-forget-what-his-face-name-was... So... I don't know, I was just trying to come up with a good name for them and was having a hard time of it since I'm not orc-savvy at all. And I have absolutely no intention of calling them Doro-orcs since I personally think it sounds silly. :angry:
It is true that my description of orcs iiisss pretty prejudiced sounding, but I really do want them to be particularly inbred-- "lower' orcs, if you will. I kind of wanted them to be the backwater hillbillies of Cyhalloi that survive mainly on their hardy constitutions and dumb luck, I suppose. Or at least, that's what I remember my intentions for them being. When I revamp the section, I'll try not to be so harsh on the orcipops. And before I get to doing too much with them, I'll be sure to read a bunch (if not all) of the Orc Tribe entries so I can get a better feel for the race.

As for the Ulvur and the Moon issue, I'll do my best to elaborate on that a bit more. At the time, I had assumed it would be obvious to everyone- but it was silly of me to do so, especially since newbies onsite would not know the same information about the Ulvur as I do unless they were to actually have read about them beforehand. And such things should not be assumed.

Since I am revamping the Kasumarii, I am integrating all the changes I would like to make to the tribe into this entry as it is the primary source of information about Cyhalloi. Shade Clerics are what I would like to change the Dark Priestesses to, since they don't reeaally have temples or anything like that. I'm still kind of figuring all that out. Once I have the geography of Cyhalloi down-pat then it will be exponentially easier for me to lay out a bit more about the Kar'ii- though I'm trying to keep the basics of what is already there.

What you said about the tundra and tree growth is a very good point, and I'll revamp the entry to accommodate the information that you've provided me. Honestly, I hadn't thought that far into it and was just keeping the basics of what was already laid out for Cyhalloi- which had a forest on the northern part of Guldor where the Ice Elves resided in their Ice Towers. The picture for the Tundra entry is what birthed the Dying Ice Ridge, really, and the angle of the picture will make more sense to me with the forest down by the southern coast as opposed to the northern. The towers will remain, the trees, however, will have to move. Perhaps a forest of icy stalagmites would be appropriate for the area, since it is so far north and close to the void- or whatever reasons seem fitting.

Geography is hard for me (and orcs even more-so), and I really appreciate the help. Thank you, Mina.


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Mina on 27 October 2012, 19:38:50
Actually, I was going to suggest changing Queprur's name even more, so that it's not so obviously related.  Like I said, I don't know what you've planned for their history, but if the current timeline is still more or less valid, then they've been separated from Southern Sarvonians for about 2000 years, which is more than enough time for their language and names to diverge quite a bit, especially if they've been influenced by other tribes.  It's possible for gods with rather different-sounding names to get identified with each other, like the Roman and Greek pantheons were. 

By the way, has your Kasumarii revision been posted anywhere?  I tried looking for it but didn't really find anything. 

The Styrash accents (except è) represent stress, which gets shifted around a little in compound words.  It's nothing important, just a minor detail.   :)

For distances, what I do is to first find some distance than can be directly measured, such as something on the Manthria map.  Then, I get a ruler and measure it on the world map. 

Edit: I don't know how much this helps, but making some estimates based on my previous measurements, it seems that the distance between the northern end of the Deity Isles and the southern end of Lockette is close to (give or take a few hundred miles...) the north-south distance of Africa, which Wikipedia gives as 5000 miles.  However, this is based on the world map, and on closer inspection, it seems that the islands are spaced much further apart from each other on the world map than in the more detailed maps posted earlier in the thread. 

Another edit: The 5000 miles distance above appears to be incorrect.  I might have accidentally included the island group to the north of the Deity Isles as well, but I don't really remember. 

I'm no expert on Kh'omchr'om, but according to the dictionary, chuut means "blood relative", inuk means "rock", and emesz does indeed seem to mean "fire", though it's not on the site yet.  But, unless the orcs only arrived quite recently from Northern Sarvonia, I recommend going with something different and keeping Kh'omchr'om within the Northern Sarvonian orcs.  I see that in your dev schedule you called them the Griemn-oc, which I guess comes from the name of the god Griemnpor.  Doesn't feel very orcish to me, but maybe something could be derived from it?  How does Gharengukh sound? 

The elves don't necessarily have to be restricted to the north, do they?  Although that would make them one of the few elvish tribes that don't live in a forest, which is good.  The stalagmites idea sounds pretty interesting too. 


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Artimidor Federkiel on 31 October 2012, 05:35:47
Can you put the map in the first post, Val? So that everything is contained in there and we don't have to search for information throughout this thread? Organization of the entry is better now than when it started, but it's also difficult for me to see what changed since the last time I checked the entry as there are no passages marked. Or where exactly you still have questions. Maybe check the latest comments and try to fix some more things mentioned there, gather questions you might still have, and then I'll make a final check and try to work through where you're still unsure. We should try to finally get this ready once and for all. Doesn't need to have all the details now, but we should see that the basics are covered, so that we can then expand from there later.

BTW: Also agree with Mina that the name "Qu'prur" is still very Santharian, and it might be very different in Cyhalloi, even if it might have similar roots. We're literally continents away from southern Sarvonia!


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Ta`lia of the Seven Jewels on 31 October 2012, 19:19:25
http://www.santharia.com/dev/index.php?action=dlattach;topic=15033.0;attach=4044;image

Some very rough distances for you, Val, didn't have enough time to convert them (at least you don't have to print it out)

1  Reference: Cape Strata - Deep Winds Portal ---> 11250 strals -------> 500 points

2 Cyhalloi NW-SE  290 points
3 Cyhalloi NE-SW  312 points
4 65 points
5 80 and 60 points
6 140 and 70 points

7 Remusiat -->  70+260 points
8 Carbrand --> Isle 190 ; Isle --> Cyhalloi  120

How you can calculate the strals you find here
http://www.stuff.santharia.com/distances/distances_calculation.rtf

Please note, that my tool was quite inaccurate this time, but measurement in Santharia would not have been more exact either. You should not use strals anyway, more guess, how long it would take to get from one place to the next, look here:

http://www.santharia.com/dev/index.php/topic,12613.msg150662.html#post_Cael

You need to find out still, how long ships travel for a given distance, always depending on the weather anyway.

Remusiat has an open port for half a year at least, due to volcanic activity in the bay, but the ships will probably not be able to travel to the south for more than 3 months, I guess thiswill apply for Cyllahoi also. The open water months will probably be July, august, September, if we assume the maritime current model (only in submission stage). That means in short, there will be warm maritime currents from the south in the summertime which will melt the ice and allow ships to travel to the north.

The main port is Carbrand from the Kanapan, if I recall it correctly, I don't think, that there was one planned in the Hovel Front. And Remusiat may be.

I hope I get some more time to look through your stuff.



Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Ta`lia of the Seven Jewels on 31 October 2012, 19:22:40
To Queprur: Will this change? (From the belief entry)

Quote
The Kasumarii have a unique religion, which reflects the importance of fighting in their lives. The worship of Queprur is the only remnant of the culture they initially came from, all other Gods of the Kasumarii are completely their own. Unique in their belief is especially that nowhere else the Gods of Darkness are seen so eminently good as here.

If this should stay, then I think Qu'prur is not a bad option.


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Coren FrozenZephyr on 31 October 2012, 20:44:23
Val, would you like to write the Nybelmar overview next?


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Mina on 01 November 2012, 13:40:03
Quote
You should not use strals anyway, more guess, how long it would take to get from one place to the next
Probably.  But that doesn't mean that developers shouldn't know the distances, since that's an important part of calculating travel times.   :)

The direct route from Remusiat seems unlikely, since it goes straight to the orcish territories.  Possibly, they would sail down to Carbrand first.  At the moment, I don't think any ports other than Carbrand would be going directly to Cyhalloi, since it involves sailing across a large stretch of open ocean without stopping to resupply, and Carbrand is the closest.  Well, maybe Remusiat could take a northeastern route and island-hop to the Deity Isles, but unless there's a Kasumarii trading post there or some other reason for Sarvonians to visit, it seems unlikely they'd go there. 

As for travel times, it seems to depend quite a lot on the type of ship and the wind.  Going by the distances Talia provided, and the speeds mentioned here (http://forum.rpg.net/showthread.php?466330-Travel-times-of-a-laden-medieval-merchant-ship-no-coconut), I'm guessing the travel time from Carbrand to Lockette is about 5-10 weeks, depending on the various conditions that could affect travel time. 

For comparison, going by Christopher Columbus' Wikipedia entry and some measurements on Google Maps, he crossed about 3500 miles of ocean in about 5 weeks.  Although it's not stated in the entry, my guess is that this is towards the high end of possible sailing speeds, due to the Trade Winds. 

That said, what sort of trade goes on between Sarvonia and Cyhalloi, and how frequently do you intend the Kasumarii to be trading with Sarvonia?  It looks like a pretty difficult trip, so unless there's some valuable trade going on, I suspect it's probably not the sort of journey that people would make very often. 


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Ta`lia of the Seven Jewels on 02 November 2012, 17:40:29
Quote
But that doesn't mean that developers shouldn't know the distances, since that's an important part of calculating travel times.

Mina, therefor I provided Val with the Strals, or a means to get them easily.

I didn't propose any route, I just gave some distances. I didn't know, where a relevant port is, or if there are more than one.

From what is there, any other distance can be calculated or even guessed, which might be enough.


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Mina on 02 November 2012, 20:17:08
I guess I misinterpreted what the lines on your map was supposed to represent.  

Anyway, regarding routes between Cyhalloi and Sarvonia, I made a very quick map showing the two I was talking about in the last post, as well as one more I thought of later.  The coloured texts show approximately how much open ocean would have to be crossed.  

If sailing conditions are the same for all three routes, which isn't necessarily the case, the red route would probably be the safest, since it's divided into smaller and probably more managable chunks.  There's about 2800 strals of open ocean to cross in total, but also quite a bit of sailing along the coast and within island groups, so it's probably the slowest of the routes (again, assuming conditions are equal).  Also, like Talia said, there's the issue of the sea being frozen for long periods of time.  

The two southern routes are fairly similar.  They are probably frozen over less often, and shorter in general, but require much more non-stop sailing, which can be difficult.  Of the two, I'm not sure which is more likely.  Carbrand looks like a larger and more important city, and seems to have better access to inland areas via the river next to it, so it probably attracts more trade.  Margith is closer, but looks to me to be more like the sort of port that ships stop over at while on the way to somewhere else.  Which doesn't necessarily make less important as a port, although the fact that it is less prominent on the map suggest that less important as a city compared to Carbrand.  Well, if a ship sails to Margith, I'm guessing it's probably likely to head to Carbrand after that; I'm just wondering if ships sailing to or from Cyhalloi might choose to skip Margith entirely.  

Edit: Talia, what method did you use to find the distances?  I just noticed that, according to the numbers you gave, the distance between Carbrand and Lockette would be about 4275 strals, which is quite different from what I calculated.  I got my distances by first measuring the distance between Lorehaven and Klinsor on the Manthria map, which seemed to be close to the east-west distance of Waning Island, and using that to calculate the other distances on the world map. 


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Val O´Neil on 10 November 2012, 06:18:40
I assure you I am working everything out, little by little, and have read and re-read all of the comments thus far. Everything has been very helpful, thank you very much guys. However, my progress on this will once again be slowed down just a tidbit more as my computer turned itself off while working on this the other day and has, since, been little more than a giant brick. So I have been reduced to borrowing my friend's laptop when I'm around him. Right now I do not have time to respond to all of the comments, but rest assured that I have taken them all into account and am applying them accordingly. Again, thank you all very much.

And, yes, Coren. Sure. But I have the Kasumar'ii to rewrite as well after I am done with this monster. :P


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Val O´Neil on 06 August 2014, 18:03:16
It's been a billion years- I'm sorry....

I cannot stress to you enough my extreme dislike and ineptness at math in general. Anyways--

I placed a port called Ludor, mentioned in the Storm Cloaks entry, which they will use as their own personal port 'Guild' city, so to speak, for trade with other continents and as their base of operations. I was thinking that I would place it upon the island just northeast of Lockette, since I had originally intended for neither of those islands (Lockette or the smaller one adjunct to it) to be approachable by ship. However, if you honestly think that that is too far as well I won't mind changing it over so that Ludor is upon the little spit of land just southwest of Lockette. It's not a big change for me, and I leave it to the discretion of the folk more savvy in seafaring than I.

Also, I have changed Waning Island up a bit so that it is more of just a city than a port, one that they do not just freely allow insiders to enter. I'm thinking that Ludor will be the only place that they really let people freely wander into, as it will be a trading port. As for the goods that they'll trade- I suppose that I'll have to figure that out by refreshing myself on.. every... little.. tiny... eensy.. bit of information on the Kasumarii that the site has to offer. However, the Storm Cloaks entry states that they trade in skills and services as battle ships and such. But I am sure that I can figure out other things for the Kasumarii to trade- after finally making contact with Sarvonia and, I'm sure, realizing the importance of trade with the continent in the ways of supplies as to ease their living in the harsh climate, I'm sure they can come up with a few products that world would desire. (especially since they will have no money and will work strictly upon a barter system)

There will also be no travel to the Deity Isles. Perhaps some kind of artifact quest can be composed there, but I intend on the Kasumarii being incredibly superstitious about that particular set of isles due to the stories of the Totem from the people who have visited the place. No one in their right mind wants to be subjected to the whims of the deity living there- or whatever it may be. Perhaps I'll be able to figure that out at a later(ish) date.

I will add the Ulvur into the Races section shortly.


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Artimidor Federkiel on 08 August 2014, 02:25:02
Good to see progress here, Val!  :thumbup: It's been quite a while since I read this, but I'll have a closer look again over the weekend... Stay tuned!  :grin:


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Artimidor Federkiel on 09 August 2014, 16:25:45
OK, had a closer look at what we have here now, so here some comments:

- I see no problem with Port Ludor northeast of Lockette and make Lockette not approachable by ship, sounds perfectly fine. Same with Waning Island, after all it's your vision how you figure things should be :)

- The latest updated version of the map methinks can be found on page 2 of this thread, which you posted quite a while ago, Val - however, I notice a few things missing. For one Port Ludor should be on it, and also the name "Deity Islands" cannot be found on it (described as being located west of Folasch). The name "Tuttinbu" (the whole island group located there) is also not in the entry, so I'm not exactly sure about what is what. Should be cleared up and made into a final map version. Also what in the entry is referred to as the "Ice Plains" in the Description part as caption is the "Frozen Bay" on the map, so entry and map should use the same names.

- Also, speaking about maps: When reading through the entry, especially the "Races" section I also thought it would be extremely helpful to have a tribe/race map eventually that marks where which tribe/race can be found so that you have it all on one glance for easier orientation.

- In the first sentence there's still a distances thing to fill out... Also in the Location section...

- You mention the "Hiding" up there in the entry, which is explained in the Mythology section. Would suggest to add at the first mention in brackets "see Mythology section", so that the reader gets a bit more context.

- To fix:

Quote
A little further north one might think the ice is thick enough cross to on foot, as no cracks are apparent and the heavy snows often hide any fractures in the ice.

This is called the "False Bridge" and... (we usually us quotation marks in cases like this)

The Kasumarii call this place "Nexus"...

Fishing here, they say, is a fruitless endeavour, presumably because the currents near the surface are too strong and quickly whisk away anything...

Northwest of Nexus lay mountainous ice cliffs that rise up...

called "Que'prur's Palm"...

The small island of Waning, also known as "Winking Moon Cove"...

This port city sits at the middle of the island and spans about an eighth of its entirety...

Que'prur's Necklace (and further down as well, just search for "Qu'prur")

Stormcloaks [...] Cragdash [...] SpearHead (for some reason you write these names in uppercase in the middle, which we usually don't do)



Okeydokey, read through most of the entry now again, especially of course the updated parts, and it looks excellent! What's  there also looks already pretty complete as far as I can see as well - there's always room for further additions or sub-entries if you want to add more details here and there, but basically all important Places, People etc. are covered I'd say. :) So yeah, with fixing the few things I've pointed out and adding what you still plan to have in, this should head in the right direction - to be uploaded more sooner than later and make you an official Santharian member, Val!  :thumbup:

Aura +1 at any rate for picking up the project again and turning it more and more into a truly exemplary entry on how such a major Places contribution should look like! Great work, Val!


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Val O´Neil on 10 August 2014, 03:12:49
Thank you very much, Arti. :) I sometimes miss "u"s, being American. ;P Anyway--
I'll make sure to correct all of that tonight, or within the next week at least.

However- Qu'prur was an intentional misspelling of the Goddess's name. I was even thinking of changing it just a touch more, as the Kasumarii have been separated from Sarvonia for so long (2000 some years). Since they have an affinity for starting names with "K" and "Ts", I was thinking " Tsu'prur " maybe- I really like the "prur" part of her name (because it sounds like "pure" to me, and Tsu'prur would sound like "So pure"- which makes a weird kinda sense with the way that they regard her as not just Death, but as infinity, so to speak.)

Also, a lot changed between the last time I tossed out a map and now. In fact, pretty shortly after making that map I made huge alterations to the entry and switched things around yet again. Tuttinbu was only there because I was trying to make some kind of weird language for the Faburi- a tribe that I ultimately decided not to add to the continent. I do like the Faburi, however, and I kind of hope that they get added into the world yet, just to a different continent as they don't suit Cyhalloi in my mind. Maybe if the Orcs didn't live here already, the Faburi would have a place- but that isn't the case.

As for the distances... it really kind of makes my brain turn into a pile of lifeless sludge to try to do that kind of math. (Or any kind of math beyond counting on my fingers, really.) Talia was saying I should put the time the voyage would take? And Mina was saying I should put the distances too, because I should know the distances? But I don't know any distances. And I have no idea how much sea a trade ship can cross in the span of a day or a week. But I'll try to figure it out :buck:

Anyway. I'll do my best to get a map set up for you soon with correct places names and another with tribe territories laid out.


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Artimidor Federkiel on 10 August 2014, 14:53:11
As for distances: Well, I don't know it wasn't mentioned already, but there's Talia's thread on the topic (see here (http://www.santharia.com/dev/index.php/topic,12613.msg150662.html#post_Kuglimz)). Combined with the rough overall map (see here (http://www.santharia.com/maps/world/caelereth.jpg)) you could draw some conclusions regarding distances.

Now regarding sea travel time: Here's a fascinating site I found: Sea-Distances.org (http://www.sea-distances.org/). The cool thing is you can just put in two countries/ports and the site calculates distance and time of travel. And because you can also put in the speed of the ship in knots you can simulate medieval travel time :) For instance: Let's simulate Christopher Columbus discovery of America, which means starting off in Spain, land first reached were the Bahamas. According to another site ships travelled about 5-8 knots in medieval times, so let's say 5 knots of speed given the fact that the ship was probably quite heavy. So the calculator's result is: 31 days and 4 hours... So let's see if this is realistic, thus I checked the Wikipedia page on the Voyages of Christopher Columbus (http://en.wikipedia.org/wiki/Voyages_of_Christopher_Columbus) and according to that page he sighted land after 29 days... :D So methinks this is pretty close and should make us happy! Given these parameters it should be possible to put these distances thingy to bed once and for all! :lol:

As for Qu'prur/Quep'rur: Ah yes, maybe we discussed that already (I faintly remember something, but it seems ages ago... ;)). Well, "Qu" is usually spelled like "K" and given the fact that the Kasumarii often use "Ks", why not try to change the spelling somewhat in this direction. Then it looks considerably different, but still has that source. Also in the entry on the Goddess and older form is mentioned "Queprpur", so maybe there could be something used from that idea? And/or throw some more ancient spelling stuff in, like an "ae" instead of a simple "e", resulting in something like "Kae'pr'pur". Anyway, the more it looks different but still retains its source somehow, the better I'd say. Just some thoughts on this from here.


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Val O´Neil on 11 August 2014, 03:34:00
Perhaps I was reaching a little bit with "Tsu'prur" (or "Tscu'prur) in trying to change the pronunciation a little bit as well. But I'm not so keen on "Kae'pr'pur".  "Kae" could work, but I would probably prefer "Kae'prur" if I went that way. I just don't like the excited use of apostrophes, if it can be avoided. :P

I'll take a look at the sea-distances site. Thanks for the reference.


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Altario Shialt-eck-Gorrin on 11 August 2014, 12:35:27
Kooprur
Kuprur
Kyper


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Mina on 11 August 2014, 19:58:23
"K" to "ts" feels a little unusual to me, at least in the absence of "i" or "y". 

"U" could perhaps written as "oo".  "Qu" to "p" is possible, but might make the name sound a little repetitive.  I think "p" to "h" is attested, so you could try that too.  Inserting a vowel between "p" and "r" would alter the number of syllables, which should help to make it look more different.  It might also be possible for "rur" to merge into something like how the "er" in "water" is pronounced in American English.

If you're going to borrow more names, keep in mind that sound changes tend to be consistent across the language (or, at least, the dialect).  If, for example, you have "t" become "ch" before "i" in one of the names, it should probably happen in the other names as well. 

Some ideas:
Kheproor
Peherur
Peher

Edit: You could also merge a title or honorific into it, I think.  Greek "Zeus" and Latin "Jupiter" both derived from the same word, but "Jupiter" also included the word for "father", producing the rather different result.


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Seagazer on 02 November 2015, 10:28:18
This is such a hauntingly beautiful entry about such a hauntingly beautiful place. I really loved the language that you used, but I just had a handful of little nitpicky things that are in green below. My BBCode is pretty terrible, so forgive the misplaced quotation marks. In general for the green parts, the italics are my suggestions for you, while the un-italicized bits are your words that I'm talking about.

-OVERVIEW-
Cyhalloi is Caereleth's northernmost archipelago continent it's not the northermost archipelago continent, it's the northermost contiment and can be found about a five to ten weeks voyage from the port of Carbrand, being no need for "being" here the closest and most commonly used port by the natives that make trade with Sarvonia. It relates is similar? in size to Akdor, also being one of the smaller continents of Caereleths, composed of an upwards of eight sets of islands and isles, and is roughly a third of the size of Nybelmar. The Kasumar'ii-Men, Cyhallrhim Elves, and Gharengukh-oc take up residency here, surviving the best they can with the limited resources that they are afforded. This land is a cold and seemingly desolate place to outsiders, where the moon dominates the sky and the Void seeps out into the dark seas lapping at the northern and eastern shores. Due to the constant snows and ice, and the unyielding winds ripping across the continent, most of the grounds here are barren and unsuitable for crops. It makes survival much more complicated in this frozen wasteland, yet life can be found even in the most severe conditions. Nowhere else is the moon larger, brighter, or more revered and hated than it is here, upon these islands. For this reason, it is believed that the mythical Ulvur stalk the forests of the northernmost mainland, Folasch, their secrets hidden deep within the forested canyon there.

-LOCATION-
On the map, Cyhalloi is can be found northeast of the motherland continent? it's not the motherland to most of the peoples of Cyhalloi of Sarvonia, and east of the Icelands. It takes about eight to twelve weeks to sail to Ludor Port from Remusiat and five to ten weeks from the port of Margith, depending upon the weather conditions and time of year.

-DESCRIPTION-
Cyhalloi is Caereleth's northernmost archipelago and is comprised of a number of small isles, with three mainland islands at its center; Guldor, Dorolak, and Folasch. The isles flow out and away from the corners of the mainlands, giving one a sense of a spiraling motion. Each island has its own unique geography, as if patch-worked together by the gods; from rolling dunes of snow and bedraggled beaches, to wintry marshlands and jagged mountains. The rather sizable bay, dubbed the Ice Plains, at the heart of the continent is frozen over and bridges the gap between the three larger islands, the waters beneath of which this is a run on. you need to break it up somehow, maybe with just a period. are a torrential clash of currents. The bay serves as a home to various seafaring creatures, and hunting grounds for animal and natives alike.

The land is eerily still half of the year and bitterly windy the other, but leaves one with the initial impression that it is a frostbitten waste wasteland? either way. As one approaches the two southern mainlands, the beaches seem surprisingly snowless for such a frigid climate and the nearly-constant snow trickling down from the skies. However, such is not the case. Black sands cover the expansive beaches here, muddying up the crisp whiteness of even virgin snow where ice has not taken hold. "The frost has bitten the color from the land,"the Kasumarii would say. The southern isles are rocky and very boggy, the smaller spats of land even being lost to the sea whenever a heavy storm rolls over. All of the isles are covered in at least a light dusting of snow year-round, with the weird notable? exception of the northeastern most set.

``It has been fortnight since we left the trading port of Ludor, and we are approaching Guldor now; the turbulence of the waters is only matched by the howling winds. It is a rough morning at sea, to be sure, but only by counting the hours would you know that the night had passed. Apparently at this time of year, the sun is reluctant to climb to its perch in the sky, and when it does finally do so it sits low and lazy in the clouds. Despite the light snows, which are constant so I'm told, the shores are black as far as I can see. The captain tells me that it will be a few days, perhaps even a week, before we reach Winking Moon Port. The sailors rush to man the sails as the winds kick up, and I have to grip the railing to not be knocked down by the sheer force of it. I take one long look at the shore before returning to the cabin and my simple sketches of these foreign lands.``

Guldor
The most prominent mainland landmass? is Guldor, with its rich and wide landscape that holds the majority of the few areas that life thrives in. Here, farming is possible in the bay along the southern coast, the rich fertile soils beneath the water producing and supporting all manner of sea-foliage and sea-dwelling creatures. Starting at the southern peninsula, however, one would not get such an impression from the island. The ground there is mostly flat and rocky, jagged stalagmites like teeth sparsely scattered across the landscape, stretching out to the north with no mountains or trees to protect from the winds. Halfway up the peninsula is Qu'prur's Pass, a dark valley between two jagged mountains with sheer cliffs. A lone standing mountain on the east coast, directly north of the pass, has been made into a city of sorts by the Kasumarii. The tundra here spans the entire midsection of the island, covering nearly a third of the island. It is protected by icy mountains, Dying Ice Ridge, on the east and Evathryón Ecúan, a mountain range stretching from the northwestern shore of the southern peninsula to the northernmost edge of the tundra along the western coast. The mountains here protect the island from the ices that threaten to creep up out of the bay. A wide forest, Sálen'Phýr, stretches out across the southern shores, shielding the belly of the land from the winds that sweep up the dark shoreline there. Black sands cover the shores here, as it is not sand at all I wouldn't say it sand, and then say it isn't in the next sentance but soil, and the turbulent currents sloshing across the shore prevents the ice from fully settling, and the heavy winds usually whip away the rest of the snow that might whiten the coast.The entirety of the northernmost peninsula is littered with a forest of icy stalagmites that loom over head, and cause the area to glow softly in varying degrees, echoing the light of the moon. Just past this one can see the occasional Cyhalrhim ice tower, which stands out amongst the stalagmites only due to their non-luminescent quality opaqueness?.

Dorolak
Upon On? the second largest island, Dorolak, the grounds are either frozen or extremely rocky and provides little in the way of edible foliage. The island is the equivalent of a snowy desert, resources scarce for the orcs that live there, whose pillage and plunder attitude evens out their lack-there-of. However, even in the desert life can be found. The tundra reaches across the northern tip of the island, but is nowhere near as protected from the bay as the part spanning Guldor. Low lying mountains are scattered haphazardly around the middle of the island, as if carelessly tossed to land where they may. Small, sparsely wooded forests are tucked in the shallow valleys between neighboring mountains, and against any other landmass that may shield from the gales of wind coming off the bay. Few animals make home here, as there is little for game such as Elk to dine upon and, by extension, little for predators to hunt. The tail of the island is filled with caves that flow toward the north, tucked into the crevices of the rocky landscape there. However, it one couldn't say that the island is completely barren, as yet very little is known about what may be residing in these caves. I think this sentence could do with a bit of a rephrasing.

Folasch
The smallest mainland island primary island? is Folasch, sitting at the northern end of the bay which has claimed the entire southern shore. Long tendrils of ice, like fingers, creep inland from the Ice Plain Bay, as if holding the island in the palm of its hand. Eventually the streams of ice, at least a dash wide, are lost beneath the hills beyond the southern beach. The western beach has not succumbed to the ices, but is long and shallow, slushy waters about a ped deep reaching inland for roughly 8 dashes. A small wooded area separates the beach from the Rolling Snows which is prime Troll territory in Cyhalloi. The huge powdery hills shift and move on a daily basis, much like dunes of sand in the desert. As the hills flow northwards, they very quickly gain altitude before dropping off, abruptly in some places, into a canyon. The deep and very eerie Shade Crest Canyon, set in the northern majority of the island, is thickly forested and is believed to be where the mythical Ulvur reside in secrecy. However, not many people would dare venture across the Rolling Snows, as packs of Snow Trolls can oft be found tolling around those parts, as if they were unofficial I would cut these words out sentinels of the forest in the canyon beyond.

Ice Plains
The bay between the three mainlands, called the Ice Plains, is a death trap just waiting for foolish ships to haphazardly sail into its midst. The surface of the bay is frozen, a mixture of varying degrees of ice. The southern most part of the bay's frozen surface is often crashed into by icebergs pulled in by the current, clearing away large amounts of thin ice and leaving the impression that a ship could perhaps sail through. Such is not the case. A little further north one might think the ice is thick enough cross on foot, as no cracks are apparent and the heavy snows often hide any fractures in the ice. This is called the "False Bridge" and, as its name would suggest, sure-footing is not something to be found. North of there, at the heart of the bay, is a huge gaping hole in the ice where torrential waters swirl and slosh, angrily splashing and frothing as if trying to reclaim its frozen surface. The Kasumarii call this place Nexus, and avoid visiting it altogether. Fishing here, they say, is a fruitless endeavour, presumably because the currents near the surface are too strong and quickly whisk away anything that may get caught up in it. Northwest of Nexus lay mountainous ice cliffs that rise up high above the sea level between Dorolak and Folasch, huge chunks of ice occasionally breaking off the face to float away in the waters below. Where the bay has latched onto the southern shores of Folasch with long icy fingers lays a hidden ice ravine, called "Qu'prur's Palm". Hidden away by mounds of snow, it is often the final resting place of those that do not take care in where they step. Just east of here, wedged between Guldor and Folasch, one can find the Ice Shelves where many fauna, such as the Nexus Wallub and the Spotted Pinnup, can be found throughout the summer and winter months.

Waning Island
The small island of Waning, also known as Winking Moon Cove, is directly to the east of Guldor and is a craggy little island that serves as one of the main cities of the Kasumar'ii-men, and has been found to not be open to outsiders. It was here that this particular tribe of humans initially began to flourish during the days of the Hiding, when the Gharenghukh-orcs had driven them from the tundra by relentlessly burning and plundering their villages following their arrival to the island continent. This port city sits at the middle of the island and spans about an eighth of its entirety. When they first arrived, surely the entire isle was thickly wooded I don't understand what you're getting at here. Now, the city that the Hiding built there is a maze of wooden walkways and docks along the crescent of the northern coast and southernmost point of the small Crescent Bay, which is cradled safely away from the cold sea. Rows of trees that have grown so close together that one could barely step through the gaps between have been left standing along the walkways, acting as natural walls. In the majority of this city's inner areas slanted canopies made of wood or leathers have been built above the walkway for further protection from the elements. Along the southern coast are jagged rocks that stand, in some places, as tall as the trees themselves. Here, usable plants and animals are scarce and are mainly found hidden in the crannies of the southern rocks in the form of algae and crustaceans.

Void Isles
The wintry climate only becomes more bitter-cold and nigh unbearable as one ventures further north and, ultimately, closer to the Void. The northeastern most isles are unique in geography from the others in that they are, surprisingly, not dominated by ice. Each isle, save for the largest in the middle, seems to be nothing more than mountains jutting up out of the sea. Deep caves dot the mountainsides, and the fierce winds of the region howl ominously through the openings there. Some seem to think that the islands connect to each other under the frigid waves by way of caverns. It is home to the Quasurhiim tribe, and surely to many cave dwelling creatures, not yet discovered as little is said about the mountain isles by those whom visit them. I would replace this with, "as those who visit these isles say little about them"

Deity Isles
Found just to the west of Folasch on the map not just on the map, in real life too., these isles are locked together by ice and generally have an unremarkable landscape. While mostly flat, heavy snowfall attributes to the hilly impression one gets of these isles upon approach by boat. Low areas in the land here tend to be heavily pitted, covered in slush and only giving the illusion of solid ground. The largest isle is covered in trees that sit so widely apart that one couldn't quite call it a forest. At the heart of the island sits what the Kasumarii call Deity's Grove, what the isles were ultimately named after. Sheltered from the winds by close-standing trees, tall craggy bushes and boulders that are uncharacteristic of this particular string of isles, it is a place filled with carvings of animals and various other offerings for a god or goddess unknown. It is said that when one spends almost any amount of time in the strangely quiet clearing, you'll be compelled to leave an offering of your very own before you can bring yourself to leave. It is assumed that it was once a place of worship for a people who lived here. However, all other remnants of anyone making home here have vanished into the ice and snow. Now, occasionally, Snow Trolls can be found mulling around eastern spits of lands in this string of isles, as they are connected to Folasch by the ice and ice shelves I would replace this with either ice or ice shelves not both there.

Qu'prur's Necklace
The southernmost string of isles, found just below the mainland islands on the map, are called Qu'prur's Necklace. Here, the beaches are lightly rocky, though not nearly as rocky as the southern shores of Dorolak. The largest of the isles, Lockette, is the westernmost and largest of the isles, and also the most dangerous to approach by ship. Here, huge rocks jutting up out of the waters and many treacherous reefs form a barrier around this island, making it impossible to approach by ship. The difficulty of reaching the island has left it nearly untouched by mer or man, and the large boulders lining the coasts protect the thicket of woods at its center from the chilly winds. Many land bound birds can be seen scoring the beaches for food and are believed to roost in the underbrush there. It is said that the Heart of Qu'prur herself is hidden in the woods, though what form it takes is unknown. Just northeast of Lockette, upon one of smallest "beads" of Qu'prur's Necklace is a small trade city that the Stormcloaks, a Kasumar'ii-men guild, have established quite recently called Ludor Port.


-CLIMATE-
In Cyhalloi, it seems that winter will never end; snows fall nearly every day, coating the land. Here, the winter never fully thaws away, and most of the northern half of the islands have fallen victim to the ice creeping out of the bay. Though the chilled winter mostly drowns out the other seasons that may come to pass, the snows become torrential and rarely stop in the spring as the weather warms just a little. However, summer is quick on spring's heels. Heavy, warm winds sweeps away and melts at least half of the snows that spring left in its wake, and steals away most seedlings that would try to take hold. During fall and winter, the land falls under such a stillness that it makes one want to hold their breath. There is not much, if any wind at all, and the snow, when it falls, trickles gently from the sky. It is claimed mainly by the Kasumarii, despite being the coldest time of the year, is the best time of year: "The land is eerie, and downright beautiful in its uncanny quiet. As if Qu'prur, Herself, stole breath from the very air. beautiful!"

Darkness prevails upon these islands, the sky often times shrouded with a heavy layer of clouds or short lived flurries blotting out the sun this is a bit of a run on. maybe break . At night the weather seems more calm, and when the moon is full it lights up the sky as if it were the sun, setting the snow drenched land aglow. When coming from anywhere else, one would swear that the days were shorter here than they ought to be, while the nighttime would seem to stretch on as if it would never end. The sun seems I would cut this out and just say "is" lazy to rise and early to set, giving the impression that it is hard pressed to cast its light on such a distant horizon.


-FLORA-
The variety of plants upon land that are usable resources are scarce, making survival particularly tricky, especially since faring the icy waters around the islands is such a risky affair. Trees such as the Cyhalloian Pine and Snow Firs stand tall in most of the wooded areas here, acting as homes to Squirm Moss and other such plants. Not very many bush type plants bushes? take up residency here, as the climate does not allow it, but the low-lying Craggy Tuft can be found in places shielded from the winds. Many of the plants found here that are abundant enough to be a reliable resource are found in the cold, fertile waters surrounding the islands. The most prominently depended upon plant would probably be the Tyrscaru, a sea lilly that grows in surprising abundance along the southern and eastern coasts of Guldor, but can be found all around the islands.


-FAUNA-
Few animals have the hardy constitution required for living in such a harsh climate as that of Cyhalloi. Herding animals are nonexistent domesticated animals? pastoral animals? I don't understand what you're getting at here, though there are a scant few species of game to be found. An offshoot of the Thunderfoot lives exclusively in the tundra sprawling across the waist of Guldor, named Íl’thróg by the Cyhalrhim elves. Animals such as the Cloaked Elk, Leveret Rabbit and the Cragdashlive throughout the islands, leaping through the snows and hiding in the forests, though the latter-most beast tends to keep to the steep mountainsides. There are, however, plenty of predatory animals calling this continent home, like the Cyhalloian Slinker, the Mithrilene Lingradau, or the fierce White Bear. Animals that live on the ice, such as the Spotted Pinnip and the Nexus Wallub, prey on the abundant supply of fish that live in the cold waters around the islands, along with any other crustaceans that they may find. The Verhon, a bird that lives sparsely across the Ice Plains, provides the occasional meal to a quick Wallub, generally tends to keep south of Nexus when pecking for food and is suspected to be the main cause in cracking the ice and making False Bridge even more treacherous than it already is. Fishing here is the easiest dinner to be caught, the SpearHead Trout being the most abundant, but is still quite the dangerous endeavor from encounters with the terrifying Krrroa'Haxpattl to simply falling into the frigid waters. Also, surprisingly, a good handful of many? land bound birds, such as the Snow Gynnia and the Pendant Hopper, can be found all across the continent. The Eagle, one of the largest predatory birds in Caelereth, calls home to many of the mountains particularly along the western coast of Guldor and the Shade Crest Canyon.


-RACES-
The tribes inhabiting Cyhalloi are few and far between, not many people would choose to live here- other than the elves, of course. However, once a place has become a people's home, no matter how harsh it is to live there, it tends to turn into a place of importance for them and the majority would not choose to live anywhere else.

Cyhalrhim Elves
These elves were the first to stumble across these arctic islands, hence the similarity between the names, but have since become feral, so to speak, and scattered themselves across the islands. They live in seclusion, keeping to themselves, the forest, and their ice towers that stand tall across the northern peninsula of Guldor. Having rarely interacted with their neighboring tribes, the elves are far from anyone's thoughts and a silent kill of a well-aimed arrow may be the only trace left behind by one of them, if any trace at all.

Gharengukh-oc
Unwanted by other tribes, and unknown if the elves bother living there I don't understand what you're getting out here, these orcs dominate the eastern and second largest mainland, Dorolak, which is an unfortunate and desolate place. So inbred with each other and the tribes around them, these orcs could hardly be considered orcs at all. Aggressive, but dumb, they do little more than attack and pillage all around them in hopes of acquiring usable resources and whatever else they can get their hands on. Mostly, they live in shoddily made ship-homes that are barely puddle-worthy, much less seaworthy, in order to get from island to island. They carry on an ongoing struggle with the other inhabitants of the region, trying their best to claim Guldor for themselves. Having been driven from the tundra, they also have the tip of the southern peninsula of Guldor under their control, but their attempts to push north into more fruitful lands are constantly squelched by the humans living there.

Kasumarii-Men
The Kasumarii men are a battle borne tribe, well learned in the arts of guerrilla warfare, stealth and the dark arts. In their first years upon the islands, they were met with many difficulties. Not only was the climate unforgiving and alien to them, but the Orcs of the region pillaged and plundered any settlements that they built. Once they learned to fend off these raiders and master the harsh land, they flourished and seized control of the majority of Guldor. They were also the first to establish trade with Sarvonia and have a port city, Winking Moon Port, located on Waning Island.
 
Quasurhiim
An offshoot of the Kasumarii-Men, this tribe was established shortly after the orcs had first begun driving the humans out of the tundra following their arrival to the islands. After many raids and skirmishes, a large group of Kar'ii fled to the north where the orcs never ventured due to the increasingly frigid climate, weary of the bloodshed that they had witnessed. They searched for a home where conflict with other peoples could be avoided, and where they could live peacefully with each other. It is said that upon finding an Ice Tower, the group pleaded with the elves residing there for shelter from the bitter-cold by offering them the frozen remains of two elk they had felled in the forest along the way. The Cyhalrhim elves took pity upon the downtrodden humans, allowing them to stay and learn how to survive by watching and participating in their everyday lives. Once sure of the knowledge they had gained, and that they would not perish should they journey out into the wilderness, they left the elves in search of a home that they could truly call their own. Something was calling to them from the north, it seemed, a lulling voice so beautiful that they could not refuse its beckoning nice idea. So it was north that they travelled, ever north, until they discovered the Void Isles, naked of snow, and they receded into the extensive caves and caverns throughout those mountains.

Snow Trolls
All across the northern half of the continent of Cyhalloi, one can find these Trolls trudging around through the snowy landscape. Not too much is known about this brutish tribe, as they tend to be particularly hostile towards anything that isn't a Troll as well. Oddly, despite their size, they have been known to be spotted from a distance and then seemingly just vanish into the snow, even when one doesn't look away. It is thought that they tend to keep mainly to Folasch island, but have been spotted briefly in the tundra of Guldor and the northern areas of Dorolak. While there are no reports of them across the southernmost areas of the continent, it does not mean that they are not there, though the notion seems unlikely. Because of their ferocity and their elusive nature, the Kasumarii use the hunt and defeat of one of these hulking beings as a final test to become a member of the Echilliianni Order; alone, they must track and kill and bring back the body of the troll as proof of their victory.

Ulvur
The Ulvur, thought to be merely creatures of myth by most, are said to reside in the northernmost forests tucked inside a surprisingly deep canyon in the northern island of Folasch. It is said that their song can be heard, howling with the winds on nights of the full moon. While no one has officially seen a member of this tribe in the remembered past officially? I would replace this with "While no one has reported seeing a member of this tribe,", Shade Crest Canyon is respected as their home and none dare to trespass on their land. That is, assuming that they make it past the Snow Trolls and survive the treacherous climb down the canyon wall first.


-MYTHOLOGY-
There is nowhere else in the world that the moon is larger, brighter, nor more revered and hated than it is here, upon these isles. Because of this, it is believed that the mythical Ulvur stalk the forests of the northernmost mainland, Folasch, their secrets hidden deep within the canyon nestled in the north majority of the island. This is, however, only the most prevalent and well known myth of the region and there are many others to be told; such as the Tundra Beast and the Lindorm.

The Pilgrimage
Long ago Qu'prur came unto the Kasumar'ii-men to show them the path through the darkness. "Need not the light," She said, "as it can be just as blinding as the darkness- but nothing else is as absolute." I don't understand whether you are saying here. Is the light absolute or is the dark? Then, with a wave of Her pallid hand, death swept the land and drove them into the dark.

Her children must face her, to love her, and like all those learning, must be pushed to do so with a firm but patient hand. The weak would fall and the strong would thrive, but she did not discriminate. She taught that all had strength, they had but to grasp and utilize that strength. In the eyes of Qu'prur, only the fearlessly strong are worthy of reaching the land that she gave birth to intended as paradise to her children. Her love is hard and earned, and that much more gratifying to receive because of it.

Great ships brought them to Cyhalloi, many along the journey perished and the deserving- the ones that fell fighting- were wrapped in night cloak and kept safe as to be reborn. They had followed Her voice through the turbulent seas, and by the time they stood once more upon still ground they had lost track of how long they had been wandering through the darkness. However, reaching the land wasn't the last of their trials. Further tribulations lay ahead.

The inhabitants of the region proved to be aggressive and ruthless in their assault on the Kasumarii, and they had to fight tooth and nail just to survive. It taught them that the strength of will they were born with was not enough, they must aspire to be more. It taught them patience, and it was down this arduous path that they would learn such patience. The Kasumarii became the Hiding then, using the shadows to their advantage in order to slip by their foes. This gave them the time to calculate, to learn, to grow. And once they were strong enough and brave enough, they conquered the orcs and drove them out of their paradise.

It was then that Qu'prur looked down upon her children with respect and provided them her favor- granting them power that only the Moon had to offer. For, while her love was hard, it was true and absolute; as deep as the Darkness, and endless as Life and Death.


Deity's Grove
Deity's Grove is said to be the final resting place of a long forgotten god, and it is certainly eerie to behold. Whether or not the celestial being is male or female, one may never know; but the strange primal magic and the huge totem looming in the middle of the clearing, thickens the very air. The grove itself is actually a breathtaking sight, seemingly unscathed by whatever the world may bring to pass and the crisp white snow appearing untouched by wind or animal or anything else, as though it has always just fallen. It seems too white, too virgin, and glitters in the sunlight in a way that doesn't seem quite right for snow, though it is impossible to say exactly why. Even compared to the Shade Crest Canyon, it takes the cake in giving one the heebie-jeebies a big change in tone..

The clearing itself is surrounded by huge boulders, as though put there by someone on purpose, however it would have taken incredible ingenuity or a giant to move such large rocks. Only a small gap between two of the boulders on the southeastern side of the grove allows admittance into the area. As stated before, a huge totem sits quietly in the midst of the clearing. A wide, oval base with all manner of carvings and drawings around its sides has bowls chipped right into the surface, presumably where offerings are to be placed.

The totem itself stands tall, reaching at least 5 peds in height, and is solid stone. Strange, swirling designs that glow much like LuneWeep stones are said to be traced all over the rock, however those whom had reported stumbling across this particular place all describe different designs. One particular Shade Cleric who claims to have seen the grove states that the designs played out a story; telling the birth, life, and death of Qu'prur. Others have said to have seen their own lives, and their own death, upon the stone. But all say the same, that the stone seemed to have gnarled black antlers growing out of its crown, like burnt jagged hands reaching up to grab the very sky.

Others, still, reported even stranger things:
"I could hear it, the big stone in the middle, like it was whispering to me- couldn't make out the words, though. But the sound of it buzzed around in the back of my head, barely noticeable. It wanted something, I could feel it. So I slit the throat of my leveret on the base and kneeled in the snow until the blood froze." -Shade Cleric

"It was so quiet there, like the air was holding its breath. It could have been peaceful, I suppose, except that it seemed that the silence itself was loud and screaming, drowning out the rest of the world." -Korenjaan

Qu'prur's Heart
It is told in stories that hidden deep in the woods, which thickly cover the entirety of Lockette island, is a sacred place where Qu'prur herself hid her heart after she was scorned by the sun.


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Val O´Neil on 02 November 2015, 13:33:03
Thank you. I wrote this so long ago. It's hard to recognize problems with something you've reread and rewritten bits of separately, you kind of become desensitized to it as a whole. I'm fairly certain that I have addressed and fixed all things that you have pointed out, as well as rewritten a few bits of it. However, I was unable to color the revisions as I am at work and doing this via an iPad- writing code without a real keyboard or mouse is pretty tedious.

I kindly ask you not to worry about the Orcs bit, as they will be completely revised and everything written about them will most likely be completely disposed of. At the time I wrote it, I was heavily prejudiced against orcs. Lol, much like the Kasumarii are. Anyway, I am currently trying to come up with a new name for the orcs.

My list of tribe names are:
FrostFoot orc  :  K'mul'bora-oc
FrostFang orc  :  K'mul'ruk-oc
FrostTusk orc  :  K'mul'tuk-oc
FrostMoon orc  :  K'mul'polk-oc

MoonBlood orc  :  Polk'tlor-oc  /  Polk'vok-oc
MoonFoot orc  :  Polk'bora-oc
MoonFang orc  :  Polk'ruk-oc
MoonRock orc  :  Polk'inuk-oc

BloodMoon orc  :  Vok'polk-oc  /  Tlor'polk-oc

ColdFoot orc  :  Wrosz'bora-oc
ColdBlood orc  :  Wrosz'vok-oc  /  Wrozs'tlok-oc
ColdRock orc  :  Wrosz'inuk-oc
ColdMoon orc  :  Wrosz'polk-oc

suggestions for "ice" in orcish:  roszul ,  wr'ul ,  k'rosz


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Shabakuk Zeborius Anfang on 07 November 2015, 07:39:02
Would you benefit from further comments at this point, or are you rewriting and preferring us to hold our horses?


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Val O´Neil on 08 November 2015, 08:12:12
Comments would be most appreciated, Shabby! I am welcoming any comments, questions, and suggestions for all areas of this. I just ask to keep in mind that the current Orcs are going to be scrapped for new either cave dwelling or ship/barge dwelling orcs that are more Viking esque.  Also, more Myths and Lores are being composed- and the myth for Qu'prur's Heart is still unfinished.

Ohh.... Snow orcs. Rumored to have bolstered their numbers by interbreeding with Snow Trolls. Whether these claims hold any merit is questionable, especially considering the source of the information. Especially since the Kasumarii are notorious for their hate of the orcs of the region....?

Thoughts?


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Val O´Neil on 22 November 2015, 14:11:57
I have rewritten the orcs and I believe that I have accurately found all of the instances where I mentioned them and put the same name for them. It's been kind of difficult to get feedback on a name for them, so I combined cold and frost to make a word for Ice. I'm no linguist though, so it's entirely likely that it's nonsensical. Anyway, the entire entry is finished and ready to be reviewed, torn apart, or whathaveyou. Please and very much thank you.


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Seagazer on 24 November 2015, 04:35:49
Well, you have your very own expert on Kh'omchr'om here, but I have absolutely no idea for what you should choose. Wroszul sounds good to me, but so does Hef Oc (imposing orc), or Mxas Oc (not-hot orcs).

All of those sound great to me, and I look forward to reading more about the Orcen people of Cyhalloi.

The description works perfectly and seems to me a great place to start for an entry of their own, either written by you or someone else.


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Mina on 24 November 2015, 17:52:11
Well, I think I've mentioned it before, but I don't think Kh'omchr'om should be used, seeing as they're on a different continent entirely and probably have almost no contact.  That said, Wroszul does sound good.  The word for 'orc' doesn't have to sound like "orc" either; it's 'azhad' in the Volkek-oshra language, for example.  Tharian presumably got the word from Kh'omchr'om. 


Title: Re: Masterwork: Mapping and Overview of Cyhalloi
Post by: Seagazer on 25 November 2015, 06:49:07
Mina, I completely forgot that Kh'omchr'om was a Sarvonian language. So my advice is entirely irrelevant, so you can scratch my prior post!  :buck:

Though if the laws of regular evolution, and hence genetic drift, don't apply in Santharia, why would linguistic change over time occur in Caelereth? I guess that's just one of those hand-wavey things that must be done to construct a fantasy world.