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Author Topic: West Nybelmar Realms: The Plains of Kaerath  (Read 20127 times)
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Coren FrozenZephyr
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« on: 18 December 2006, 02:56:57 »

West Nybelmar Realms: the Plains of Kaerath
Coren's draft-notes

(click on image to enlarge)



Note: All of this concerns the CURRENT political landscape.

Ok, I have a spare hour tonight and a couple more tomorrow, after that I need to get back to studying hard on Tuesday (sighs). I wrote most of this (and the map) in August - in the next couple of days, I will try to get the rest 'out' of my head (as Mira noted, things have a habit of becoming entrenched there...). These are meant to be very rough drafts: horrible language (typos included), concepts drawns very coarsely - I wish to put together a skeleton for us to work on /discuss together. These are meant to be "anchors" - marking what needs to be where (additions can be made, but they have to be woven around these). I need a free exchange of ideas to make these more original. Let's brainstorm, then we can discard some and refine the rest.

We start with Kaerath:





Reminders:
- Northern Islands & R'unor
« Last Edit: 26 March 2009, 01:22:37 by Coren FrozenZephyr » Logged

"Everything should be as simple as possible and not simpler." Albert Einstein

"Is he allowed to do that?"
"I think that comes under the rule of Quia Ego Sic Dico."
"Yes, what does that mean?"
"'Because I say so', I think."
"That doesn't sound like much of a rule!"
"Actually, it's the only one he needs." (Making Money by Terry Pratchett)
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« Reply #1 on: 18 December 2006, 06:29:30 »

The Inhabitants
  • The Morchini - Development crew-> Miraran, Drasil, (Coren)
  • The Amorai - Development crew-> Coren

  • The Efferdita ("Krean gypsies") - Development crew-> Coren
  • The Ter'ei'Vikh - Development crew -> Miraran
  • The Nybelmer - Development crew -> Miraran, (Coren)
  • Essalui Thareliath - Development crew -> Coren
« Last Edit: 01 July 2009, 01:14:41 by Coren FrozenZephyr » Logged

"Everything should be as simple as possible and not simpler." Albert Einstein

"Is he allowed to do that?"
"I think that comes under the rule of Quia Ego Sic Dico."
"Yes, what does that mean?"
"'Because I say so', I think."
"That doesn't sound like much of a rule!"
"Actually, it's the only one he needs." (Making Money by Terry Pratchett)
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« Reply #2 on: 18 December 2006, 06:30:39 »

The Kazai Morchin-i, the Morchini lands

I am modelling these humans after the Followers of Earth from that brilliant PC game, Lords of Magic (Special Edition). They will basically consist of 2 tribes: Dwarf-like and garden-gnome-like in appearance (both of which will need proper names).

The Dwarf-like ones will be of course short, stout, muscled – just somewhat taller and more humanlike than authentic dwarves, without the pot-bellies. Very tough and militaristic types, walking around in full plate armour the whole day with a gritty-grouchy expression. Their sturdy, green armour reminiscent of Green Krath Gold, they carry gigantic, two-handed axes.

The garden-gnomes are even shorter, roughly the height of the average first grader. Their unrelenting seriousness/gravity and perpetual grumpiness lends them a rather comical appearance. Despite their masks of bad-temperedness, they are very kind-hearted to animals and things of the earth – but that is about the extent of their affability. They are the mages of this quaint little world, adept at manipulating almost all forms of earth (mostly defensive stuff like raising rocks block a passage or a shield of hardened mud to deflect arrows). They live in mushroom-villages and libraries grown from/carved into enormous mushrooms. They make such a fuss about the study of their esoteric magic, which has become so cryptic and abstruse that few of them actually understand what they are doing. Most of their time is spent trying to decipher what older masters meant in the many tomes assembled in their libraries.  Compared to the average human they can safely be called “green-fingers”, keeping an eye on the farming communities supplying the food of the Kaerath Plain. However, their skills are no comparison to even the most middling Krean growth-apprentices. They are quite decent at making ointments, salves and potions but their alchemy – like most of their magic - is a confused muddle of mystic-hearsay formulas passed on from master to apprentice unlike the structured, rational ‘science/art’ of the Ancient Krean. They originally dwelt in the woods southwest of the Kaerath Plain, northwest of Germon Doilith, before the descendants of the Ancient Lillivear adroitly kicked them out. A continued resentment against these Lillivear remains.

Some rather huge trees grow in certain parts of this kingdom, mostly resembling banyon trees. Aside from building opportunities around and between the trunks (in imitation of the Lillivear?), the accommodation should also extend underground – perhaps “pouches” or houses between the trees’ massive roots?

The climate of this region is colder than the rest of the western continent; all four seasons are noticeably manifest - although the winters are nowhere as chilling as those in mid-Santharia. They certainly do not have the tropical or even the sub-tropical weather of the southern peninsula (or the Drifting Woods to the northeast). The plan is for the overall atmosphere of this realm to have a very earthy feel, with lots of strange elements – socially and geographically.

Traditionally these folks are ruled by a council of masters from the most accomplished/wizened mages of the garden-gnomes. However in times of war, like the current era, power & command is marshalled under a General of the dwarf-ones, proposed by the Council. Although this commander acts more like a king – in absolute command of the armies and anything of consequence to the military effort (which is broadly interpreted to encompass everything going on in the state) and the Council as an advisory body, he suffers no illusion as to his actual standing: he is there simply because the Council cannot be bothered with the nitty-gritty of war, conquest and all those things the mundane folk are enthralled by. The Dwarf-King (not an actual dwarf!) does not do anything without deference to the Gnomish-Masters, and while the Council leaves anything to do with military issues to his hands, he cannot do anything against the Council’s approval. The Mage Council posits what should be done and the Commander-in-Chief makes sure that gets done.

I need some sort of “trouble” to keep them from getting too comfortable. Maybe some bothersome trolls and/or Mohsys in the mountains (Germon Doilith), coming to raid their cities? The entire Germon Doilith range needs some ‘attraction’ at any rate, to prevent all the bordering realms from growing too large and to provide constant ‘entertainment’ for the north. I would rather avoid overusing trolls though and have something unique and indigenous instead, to maintain Nybelmar’s “exotic” impression.

The political relations of the Kaerath Peninsula should create frequent conflict: the Morchini always striving to expand their territory (into the Drifting Woods, Faen and the Islands of Thareliath) and exterminate the Lillivear; the reclusive inhabitants of the Drifting Woods wishing to keep everyone out; territory frequently exchanging hands between the Lillivear and the mushroom people every time the Lillivear invade and then the mushroom-people march to reclaim land; rumours of a threatening presence rising in the Essalui Thareliath…

The political situation combined with the threat from the Germon Ranges means there are regular patrols throughout the mushroom-lands to ensure the safety of their realm (and discover which parts are no longer theirs). These companies often engage in small skirmishes, providing an excellent setting for stories.

The mushroom-people believe in the existence of “The Hand”, a semi-mythical / demi-deityish creature resembling a monstrous hand burrowing and groping around underground – and of course pulling blasphemers, trouble-makers, too-curious-persons etc into the depths of the earth.

Interestingly, the Morchini are one of the many western-Nybelmarian nations whose myths/legends revolve around the return/coming of a new Earth King [nn], to save the continent at its darkest hour (i.e. the classic stuff – however this does give us some more options vis-à-vis the Fourth/Fifth Shadow War). This is especially intriguing because all accounts of their last “Earth King” who liberated them from the clutches of a Dark Lord or whatever bears a striking match with the legendary Sorcerer-Emperor-philosopher-and-all-too-many-things-to-list Dearan Asaen. This suggests that the now-mythical Krath Emperor did not ‘disappear’ as everyone thought:  the folklore of many of the far western and northern realms very few people on Nybelmar know about shows that the Sorcerer continued to travel and influence nations long after he was declared ‘departed’.


Notes:
(1) "No undercutting is more deadly, artistically, than humor. Nothing is better calculated to make a great man appear ludicrous than a touch of humour at the wrong time." (quote from Ayn Rand, the Art of Fiction) The Lillivear-descendants, fully aware of this, began the fashion of placing small, comical wood statues of these mages in their gardens. Much to the fury of these little fol - just as the Lillivear calculated. Eventually, through their trade relations, the habit was taken up in Santharia and for a short time became all the rage as the new satirical movement, sculpting the unpopular faces of the day as these effigies. As there are no gnomes on Nybelmar the name could not have originated on the continent - but the resemblance must have occcured to some wit in Santharia and the name stuck: both for the ridiculous statuettes and the original 'models' (becoming the Sarvonian name for this race/tribe). Indeed many Santharians still a vague notion of little garden-gnomes running around in some far-away continent - and the story of garden-gnome statues coming into life at night to do mischief must have sprang from that.


Ideas from Mira and Drasil;

-The Kaerathi plains's foundations are almost completely made of limestone. their rolling hills are riddles with natural caves, sinkholes, strange, monolithical rock formations, and crevices. Their are occupied by mostly small animals and plants, with the occasional giant species for contrast. (Coren's giant banyan tree's are an example of this.)

-The Morchini live in a tight caste system, kept securely into place by their ruling caste, the Magepriests (MP's) of the Hand, who commandeer their settlements from their Mushroom Towers. Supported by the Warrior caste acting as handservants, overseers, and other intermediaries, the MP's live comfortably from the tributes they demand from the largest caste, the docile Commoners. Effectively, this makes the Morchini a corrupt theocracy, where the priesthood wringes their wealth from their followers by means of divine fear.

-The entries mentioning the religion of the Morchini will not specify wheather this is a real god, or just a figurehead for the MP's to keep the commoners in check. The MP's use various forms of trickery and/or actual magery to retain their leading position, and make sure no revolutionairy thoughts are present.

-An important tool for this are their giant ants. Marginally telepathic in nature, these span-long ants form a hive mind led by their queen. This queen, responsible for the reproduction of the colony, lives in the center of the network of tunnels the workers have dug, which is always a chamber hollowed out in the underground parts of the Mushroom tower. Their servitude to the MP's is ensured by the fact the queen requires the magic they provide to remain fertile, and in return, the queen uses her workers to spy on the lower castes of the Morchini, relaying all important information to the Magepriest in charge of the tower she occupies.


Notes
- Alice-in-Wonderland/surreal aspect to the Plains of Kaerath: The gist of the idea is that what we would normally expect to be small should be gigantic and visa versa. That is, there should be a surreal, out-of-proportion feel to the place. So the Lillivear riding colossal squirrels as mounts and miniature Thunderfeet (about the size of a young Labrador?) used by the Morchini to clean windows, wash the streets and water the grass. Trees the size of shrubs sprinkled amidst the colossal, free-standing banyon trees - shrub-pines and miniature-willows

- Fauna & Flora
Fauna
  • miniature Thunderfeet
  • mini tigers & perpetual kittens (Mira has these covered as the Tum-um cats, living in the Thornclouds
  • mastiff-sized porcupines (can "spit" its needles?)
  • giraffes?
  • mastiff-sized bears
  • peach-sized bees

Flora
  • gargantuan Umbrella Thorns (Thornclouds) & Banyan Trees
  • shrub-pines & miniature willows
  • miniature apple-trees ("snack apples")
  • tomato sized pumpkins & pumpkin sized tomatoes
  • giant sunflowers
  • large mushrooms to sit on (a la Alice in Wonderland)
  • echinacea
  • ginger / ginseng?



(Judith's naming suggestions)
Echinacea – Pricklewort, Royalspine, Aguebane

"The first two names are derived from the spiky centre of the flower, which children think resembles a miniature prickleboar.  Its more common title of 'Aguebane' comes from its remarkable ability to mediate the symptoms of a typical ague - the running nose, the stuffed head, the sore throat... all respond well to an infusion of Aguebane with malisehoney...."


Umbrella Thorn – Bumbertree, Fishhook,  Thorncloud

"Colloquially nicknamed the 'Bumbertree' or the 'Fishhook (from its resemblance to a Brownie mushroom used as a rainshelter, or its double-spiked thorns), this dramatic tree is better known as the Thorncloud.  From a distance one sees a series of misty greyish flat-bottomed shapes, looking exactly like rain clouds hovering on the horizon.  But as one approaches, one sees the haze resolve into narrow leaves with the viciously-pronged thorns protruding beyond them, clustered in their cloudlike masses on elongated limbs.  The best one can say about this tree is that it provides a great deal of shade, its dripcircle being almost XXX peds in diameter..."



ORIGINS OF THE MORCHINI: The Cult of the Hand and the Morchini Expulsion
(info by Deci)

As a result of the Faen tendency for multiple births, the population has exploded, and as such physical differences become more and more apparent throughout the Municipen due to the breeding of similar characteristics. None, however, are more obviously different than the groups to the Northern Extent of the Municipen, the XXX, a reclusive and aggressive group of miners and YYY, a bitterly antisocial but undeniably efficient group of farmers. However, for most part of their history, they remained embraced as Faen in their own right, the burly youth of XXX forming the bulk of the Faen army and the produce of YYY contributing significantly feeding the mouths of the nation.

After the introduction of the infamous ‘Poetpriest Debt’ under Kezarian sanction, many of the simple workers in the North lost faith in the typical Faen religion, the priests forcing significant hardship upon them. By subtle coincidence, Ratator Khrum, a relatively unknown Poetpriest, had been expelled from the order for heretical practices- claiming he had seen the true guise of the divine in his dreams. After his defection from the order he divulged his ideas to another group on the fringes of society, the long scorned Earth Magi who took refuge in the Northern Valleys from prying eyes. It was in the secluded depths of the valleys that the pivotal ‘Cult of the Hand’ was born, claiming the omniscient deity ‘The Hand’ as a punisher of all those who did not embrace him.

Though the process was gradual, the religiously dissatisfied XXX and YYY were eventually turned to the idea of The Hand, the services of the Earth Magi in the mining operations and tempering of the fields definitely adding prestige to the movement.

The growth of such a influential group however was incredibly disconcerting to the mainstream priesthood of the Municipen. Elevated One Hiatiani of the Priesthood claimed the entire cult to be dangerously malignant to the entire nation, whilst the cult themselves continued to breach the downfall of the Faen if faith in The Hand was not embraced. Many in the South found the cultists in the North to be extremely aggrevating, scornfully dubbing them ‘Morshani’ (Vieja Faenica for ‘Infections’) after an outbreak of Fungal Fever, which caused the skin to become pallid and pasty. Tensions festered, but did not come to a head until the Great Famine in zzzz b.S.

The Great Famine, the year where exploding birth rates and poor weather conditions finally met boiling point, saw a schism in Faen society. While the Cult insisted this was The Hand’s doing, a punishment for a lack of service to the deity, the majority of the Municipen quickly blamed the Black Magic of the Earth Magi (and by proxy, the Cult of The Hand) and saw the scorning of the fields of YYY as divine punishment for their heresy, a punishment which led the nation to starve. Under strong public pressure, and influence from Elevated One Hiatiani, Kezar Giaronni signed a declaration that ordered the exile of the collective Morshani peoples to the wilderness of the Kaerethi plains- that lands that would eventually become the Kazai.

Reforming the name ‘Morshani’ into ‘Morchini’, a word meaning ‘Noble’ in the pidgin dialect that was formed from conscious alteration to Vieja Faenica and existing differences in regional vocabulary, established a new society that eventually formed one of the most dogmatic and warmongering nations on the continent of Nybelmar.  


LINKS:
- Moredein Kaerath (places entry): does not reflect concept in places; will need to change
« Last Edit: 10 February 2013, 18:34:45 by Coren FrozenZephyr » Logged

"Everything should be as simple as possible and not simpler." Albert Einstein

"Is he allowed to do that?"
"I think that comes under the rule of Quia Ego Sic Dico."
"Yes, what does that mean?"
"'Because I say so', I think."
"That doesn't sound like much of a rule!"
"Actually, it's the only one he needs." (Making Money by Terry Pratchett)
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« Reply #3 on: 18 December 2006, 06:32:37 »

The Lillivear-descendants
who finally have a name: Amorai (plural) ; Amorais (singular)

Reserved for Coren!
Name: Amorai (plural); Amorais (singular) - best way to keep the suffixes in mind: Krean, as usual, have to do everything the complicated way, so the opposite of what you would expect in English: s # plural

Pronounced: Amorai = A-moh-RAYH (a as in cart, o as in or) or A-moh-RAY(a as in ray); Amorais = A-moh-rice or A-moh-race. 3 syllables; stress falls on last syllable



Origins: a group of Lillivear among the Krean exiles escaping the Breaking who refused to join the Vikhari.

Political relations: They regard the Tereivikh with a degree of disdain and suspicion. However, they would rather ally with DW against the Morchin than be ruled by them. So the only thing that actually brings the tereivikh and the lillivear are Morchini military campaigns.

An intense alliance with the Efferdita.

A strong affiliation with Nybelmer – a relationship of mutual respect, especially with the Whale-Tails/Deep Mer.

Trade with Faen, Efferdita, Mist and “Far Eastern” (nn). To a lesser extent also with Sarthera and “Aesteran Venice”

Antagonism between them & Essalui Thareliath.

??? Deep-seated suspicion towards the Inami. They avoid one another whenever possible. ??? or?


[...]
« Last Edit: 01 July 2009, 01:04:17 by Coren FrozenZephyr » Logged

"Everything should be as simple as possible and not simpler." Albert Einstein

"Is he allowed to do that?"
"I think that comes under the rule of Quia Ego Sic Dico."
"Yes, what does that mean?"
"'Because I say so', I think."
"That doesn't sound like much of a rule!"
"Actually, it's the only one he needs." (Making Money by Terry Pratchett)
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« Reply #4 on: 18 December 2006, 06:33:57 »

The Efferdita
"the Krean Gypsies"

Reserved for Coren!
[...]
« Last Edit: 11 February 2008, 04:33:25 by Coren FrozenZephyr » Logged

"Everything should be as simple as possible and not simpler." Albert Einstein

"Is he allowed to do that?"
"I think that comes under the rule of Quia Ego Sic Dico."
"Yes, what does that mean?"
"'Because I say so', I think."
"That doesn't sound like much of a rule!"
"Actually, it's the only one he needs." (Making Money by Terry Pratchett)
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« Reply #5 on: 18 December 2006, 06:34:26 »

The Ter'ei'vikh

EDIT-> The Ter'ei'Vikh tribe entry will tell you everything you ever wanted to know, and more.


NOTICE! The Drifting Woods region is open for development to apprentices and newcomers! Please consult Miraran for further details.

« Last Edit: 14 May 2008, 01:53:49 by Miraran Tehuriden » Logged

"Everything should be as simple as possible and not simpler." Albert Einstein

"Is he allowed to do that?"
"I think that comes under the rule of Quia Ego Sic Dico."
"Yes, what does that mean?"
"'Because I say so', I think."
"That doesn't sound like much of a rule!"
"Actually, it's the only one he needs." (Making Money by Terry Pratchett)
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« Reply #6 on: 18 December 2006, 06:35:32 »

The Nybelmer

EDIT-> The Nybelmer entry draft


See Judith’s idea about different coloured fins for regions. Gold tailed, exotic variety for the Inner Sea? Check with Mira – merfolk of the Drifting Woods? Swim to the Inner Sea or completely isolated?


Quote
Navy arrows: If you look carefully, you will notice the word 'Nybelmer' written in the same shade above the arc. The same idea again: Merfolk movements. The arrows don't mark the exact track they follow - probably most come much closer to the shore (it would be a shame if none were encountered in the coastal areas around Kaerath...)

Probably four main 'camps' (the 'settled' ones): 1) Around the Kaerath peninsula  2) Merfolk of Essalui Thareliath (these should be the scary ones - black fins and long fingernails etc)  3) The ones that swim around the bay to the southeast (Faen - Aesteran city states - Ivyeth)  4) Western ones - mainly around the 'far-eastern' shores.

Building upon Mira's idea, the blue arrows could be the migration 'veins' for the Deep Sea Mers, the 'traveling' ones. With royal blue fins, they could perhaps represent a sort of "High Merfolk" (like the 'High Elves' you find in rpg) - sort of the Wardens of Mertribes. Leaders of the merrace in 'foreign relations' - they travel to each of their realms to make sure everything is alright. Rarely come into contact with 'Drylanders' - seeing them disdainfully below their aristocratic attention etc?
(Coren)

[...]
« Last Edit: 17 December 2007, 07:35:36 by Miraran Tehuriden » Logged

"Everything should be as simple as possible and not simpler." Albert Einstein

"Is he allowed to do that?"
"I think that comes under the rule of Quia Ego Sic Dico."
"Yes, what does that mean?"
"'Because I say so', I think."
"That doesn't sound like much of a rule!"
"Actually, it's the only one he needs." (Making Money by Terry Pratchett)
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« Reply #7 on: 18 December 2006, 08:05:40 »

This may just be ebcause I know nothing of Nyblemar, but I was wondering why only half the map is marked politically and as to what the white and blue arrows mean.
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« Reply #8 on: 18 December 2006, 08:06:28 »

Smith in Exile is in command of the other half, so this map only pertains to Coren's plans. I have no clue whatsoever about the arrows..
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« Reply #9 on: 18 December 2006, 08:35:43 »

They look like trade routes or possibly ... tidal currents.
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« Reply #10 on: 18 December 2006, 08:39:13 »

the white arrows signify that a race or tribe is spreading into that direction, or divides a name onto several areas. the blue arrows seem to suggest a not yet named connection between the Northern Isles and the Inner Sea
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« Reply #11 on: 18 December 2006, 15:19:53 »

"Mushroom People" makes me think of sentient fungi...
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« Reply #12 on: 18 December 2006, 20:49:27 »

ARROWS
Oh my! The speculation generated by two innocent arrows! It really is quite simpler: Instead of writing 'Lillivear' twice in Kaerath and crowd the map, I wrote it once and pointed towards their two forests.

The map is colour-coded :P So when in doubt, look for that: Both of those woods are in olive green, which means they are both part of the same kingdom.


White arrows in the south: Again marks their area of prevelance. Since they live underwater, it is hard to pinpoint the exact boundaries of their territory (and Nybelmarians should have no means of checking that anyway). So while they are believed to be concentrated around the viaquis peninsula, the open ended arrows signify speculations about where else they 'spread' to. (probably extrapolated from occasional spottings by ships in those regions). I basically hint that while they are concentrated and appear (& trade/intimidate) frequently around the Viaquis area, they do make occasional appearances all around the southern face of the peninsula. (From Sharosar to Krathaszar)

Navy arrows: If you look carefully, you will notice the word 'Nybelmer' written in the same shade above the arc. The same idea again: Merfolk movements. The arrows don't mark the exact track they follow - probably most come much closer to the shore (it would be a shame if none were encountered in the coastal areas around Kaerath...)

Probably four main 'camps' (the 'settled' ones): 1) Around the Kaerath peninsula  2) Merfolk of Essalui Thareliath (these should be the scary ones - black fins and long fingernails etc)  3) The ones that swim around the bay to the southeast (Faen - Aesteran city states - Ivyeth)  4) Western ones - mainly around the 'far-eastern' shores.

Building upon Mira's idea, the blue arrows could be the migration 'veins' for the Deep Sea Mers, the 'traveling' ones. With royal blue fins, they could perhaps represent a sort of "High Merfolk" (like the 'High Elves' you find in rpg) - sort of the Wardens of Mertribes. Leaders of the merrace in 'foreign relations' - they travel to each of their realms to make sure everything is alright. Rarely come into contact with 'Drylanders' - seeing them disdainfully below their aristocratic attention etc?



Why is only half the map coloured? Well, it does say 'West Nybelmar Realms' at the very top of this thread... ;)
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"Everything should be as simple as possible and not simpler." Albert Einstein

"Is he allowed to do that?"
"I think that comes under the rule of Quia Ego Sic Dico."
"Yes, what does that mean?"
"'Because I say so', I think."
"That doesn't sound like much of a rule!"
"Actually, it's the only one he needs." (Making Money by Terry Pratchett)
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« Reply #13 on: 19 December 2006, 05:01:07 »

Ter'ei'Vikh

These people are the descendants of an now extinct tribe, the Vikhari, and a group of Krean refugees. (For details, see the Drifting Woods entry).

They are of moderate heigth, reaching not more than 160-165cm at most (i will convert to peds later), and can be consideren lean to the extreme. With next to no body fat, the teréi'vikh have a slightly scary-looking physique, with their spindly limbs, where under the darkly tanned skin a sinewwy strength is clearly visible.
They have highly efficiant joints, and are capable of bending knees, elbows, shoulders and waist into angles few others can, wich leads to a flowing, yet bug-like way of moving, especially for those individuals that rarely leave the rope-bridge systems that cover much of the deep woods. Their eyes are large, and range from greenish to pale grey and even paler blue with green-grey being the most dominant color.   Hairs is white, fading to silver at old age, while the Mark of Vikthi appears in dark colors as maturity is reached.

Ter'ei'Vikh are a suspicious lot, possibly even xenophobic, although they seem to get a long fine with their neighbours, the Nybelmer. They do however havea deep distrust against other Humans, and prefer to keep them out of their woods altogether. They are fiercely religious, and seem to consider their 'spirits' to be just as real as they are, especially their Moon Spirit, Vikthi, who is their patron deity. They see it as their divine duty to protect and care for the Drifting Woods, and as such rarely leave its confines. Their self-imposed isolation has made them oblivious to the political climate of the world however, and a suggestion to any kind of military action other than defending their own would be met with ridicule.

Coren: Added to the main post above!
« Last Edit: 20 December 2006, 06:10:55 by Coren FrozenZephyr » Logged

Avrah Kehabhra

"The whole POINT of Nybelmar is that no one has any idea whats going on, overly long entries keep it that way." - Decipher Ziron
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« Reply #14 on: 19 December 2006, 06:17:53 »

Nybelmer;

Not to be confused with the Merfolk of Sarvonia, the Nybelmer are an intelligent race, that is able to speak the human tongues and lives in more or less organised communities among the coasts of Nybelmar. Capable of casting more or less advanced magic, depending on which tribe one is looking at, they are a presence that cannot be ignored around the coasts of Nybelmar. Scolars identify at least three seperate subraces amongst the Mer of Nybelmar in the Kaerathi region, each of wich is given an introduction below;

Deep Mer, Soéliveche;
These are the giants among the Nybelmer. Reaching an average length of three peds head to tail, they are impressive to behold, but quite rare to find. A group of these mer is rumored make home under the Drifting Woods, but seem to like to travel great distances through the depths of the ocean. Would one encounter a Deep Mer, igoring the creature and keeping a safe distance is usually advisable, as they are often ill-tempered in their dealings with the 'Surface Dwellers'. They are organised in family groups, each led by a Shaman that governs over his pod without question.
Deep Mer have fairly dark colors. Their scales are often a deep blue or green, and this color seems to 'bleed' into their fins, that have a colored center but transparend edges. Their haircolor is anything from light brown to dark green, and their skin tone is usually grey-ish, with a striped pattern on the shoulders, arms, and back, usually in a slightly lighter color than that of the scales. These are the strongest Mer, with an impressive physique.
As most Nybelmer, thay are able to work magics to some degree, but their abilities are strictly defined among the sexes. The 'male' merfolk, whom are usually the largest,  are comparable to rudimentary mages of the School of Water, while the 'females' seem to be able to communicate with many creatures of the sea, and command them if needed. Finally, the 'third gender', who are the only ones that can be a family shaman, are the Deep Mer's link with their ancestorial spirits. Their magic is that of the mind, and many a sailor will readilly swear there are the most amazing women to be found underwater in a certain area, that allure them, and call for you, but disapear as soon as you jump into the water.


Dark Mer, Charchaveche;
These are creatures of mystery. Believed to make home around the Essalui Thareliath, they are mostly shrouded in shadows. With a pale-white skin and scales that contrast magnificently with their dark fins and hair, the Dark Mer are rumored to be of evil intent, and feared by sailors,  even though no cases are known of a Dark Mer attack. They are said to be small, reaching no more than one and a half to two peds, and endowed with a beautifull voice that calls out in the night for help. Would one be foolish enough to search for the crier however, his ship is doomed, and will soon be destroyed by the dark workings of these mer, and the sailors ravaged and eaten raw.
However, recent studies have raised the idea that most of their fearfull nature is unjust. The Dark mer, or Charchaveche as they call themselves are reclusive beings, that avoid all contact with the other races, or even they Deep Mer brothers. Brooding and disdainfull of all other beings thay are verry intelligent, and more often than not capable of speaking various human languages, even though they have never met the humans in question. It is said they are great scolars in their own right, and users of magic that rivals that of the Humans in most aspects. The Deep mer speak only of them with the deepest respect, if they can be persuaded to speak of them at all. Among the verry few facts the Compendium has been able to verify is the Dark Mer's habit of eating no animals of any kind, supposedly because of a deeply-rooted belief that all life has it's value. (Although this researcher believes the Deep Mer to consider the value of other beings significantly lower than that of their own kind.) This makes it unlikely that the old stories of terror are true, gives the fact that this belief is probably the only reason a Dark Mer would seek contact with a Human; to save them from drowning. Even then, the Humans rarely remember anything, and contribute their life to the actions of the Deep Mer instead.


Glittermer, Bevoluiveche;
Most common, and well known of all Nybelmarian Merfolk is the cheerfull, and sometimes frivolous Light Mer. Dwelling in the surface areas of most of the coast of the Kaerathi peninsula, they are well-known, albeit infrequent, visitors of port towns and fishing ships. Living in family groups without a fixed location, the Light mer enjoys the sun as much as the water, and will often beach itself, or climb atop cliffs in order to sunbathe. They are of medium size, usually around two peds and a few handspan, and covered in a light skin, and cream, golden, or silver scales, with various markings and patterns in a certain, but individually variable color. It is even said that not two Light Mer have the same secondary color, something that can neither be proven nor disproved. Light Mer are very fond of pretty items, and will often try to trade beautifull seashells and polished rocks for land-made jewelry and trinkets. Although they are intelligent enough to realise what they are trading, they can just as easilly offer a raw gemstone in trade for a bit of colored glass as they would offer a common seashell with a bright shine. This surprises many people, but in fact the Light mer simply don't care, as they have no need for the items they are trading away.
The magic of the Light Mer is seldomly seen, and many people believe they are incapable of such feats at all. Yet there are persistant tales of captured Light Mer that  summon ferocious waves and winds against their captors, and similar stories of Light Mer calming a storm to aid one that has done one of them a good deed. Again, no such thing can be confirmed, yet fishemen seem to have an unwavering belief in this, and very few sailors will willingly do something to hurt a Light Mer.
« Last Edit: 16 April 2007, 18:17:29 by Miraran Tehuriden » Logged

Avrah Kehabhra

"The whole POINT of Nybelmar is that no one has any idea whats going on, overly long entries keep it that way." - Decipher Ziron
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