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Fjall
May 24, 2020 19:48:15 GMT -5
Post by North on May 24, 2020 19:48:15 GMT -5
Fjall
Fjall is a large, cold world. It is a land of inherent magic. It is an ancient world, full of old ruins hinting at a once massive civilization, though any real knowledge of this era has been lost to time and major changes to the climate and terrain. Myths and legends spanning cultures and continents speak of four beings, sometimes gods, sometimes spirits, sometimes normal humans, that created or changed the world in the ancient past. These beings are often termed the Four Cardinals or the Winds.
There are no ancient texts of the world and though the land is dotted in fantastical ruins, any images or words, etched on paper or stone have been miraculously wiped clean. The history of man of is only a handful of centuries old, but massive decaying temples and palaces, crumpling raised roads, ancient aqueducts and spires as well as underground marvels point to a past forgotten by the nomads now turned to conquerors. And yet...no one knows anything about these ruins. Why? What happened to all the people? What happened to all the text and art and words?
Yet there are still memories. Stories passed down through generations of the spirits that once occupied the land. There are still some here and there, hidden among the beasts, or perhaps the beasts themselves.
For now, the world is focused on the northern continent.
Terrain The northern continent is a large land mass, easily the size of Eurasia. It contains a wide variety of terrain, but generally the north is rugged mountainous tundra and taiga, while toward the middle and southern sections, massive forests and some hilly grasslands can be found. There are a large number of mountain ranges.
Climate Fjall is cold most months out of the year, though it still has distinct seasons. However, summer is very short and even in spring and fall temperatures are cold. Winter lasts around six months out of the year.
Language There is a main language (Imperial) shared between most of the Draconic cultures, though there are different dialects and accents. Some cultures have their own languages as well.
Money Manthir and Taknier use coinage systems that are similar in amount but minted differently. One gold pieces equals ten silver, one silver equals ten copper. Lutra does not have a coin system, but such metals are valuable for jewelery.
Beasts The beasts of Fjall are often unique to the world (though your standard farm animals and insects mostly apply). They are all tied to the magic of the land and some are more than mundane creatures. Here's the official bestiary.
Magic It is said that spirits once roamed the land, along with the beasts and man, as well as powerful mages known as "Trancers" that were able to form magical pacts but those days are long past, mere fantasy stories. Now, the people of Fjall all have a small amount of inherent magic, but the days of powerful Trancers walking the land are no more.
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Fjall
May 24, 2020 20:08:13 GMT -5
Post by North on May 24, 2020 20:08:13 GMT -5
Draconic Kingdoms
There are many kingdoms and cultures and people in Fjall, but our focus for the moment will be on the Northern Continent and the cultures therein.
Manthir
Manthir is our main country. They are a small but proud nation. Their sigil is a black wolf on a maroon field.
Government: Absolute Monarch (King and Queen) Population: 1 million Society: Noble families with varied ranks as well as commoners. Men have more rights than women. Family is of upmost importance but individuals are celebrated Economics: Trade luxury and staple food items and ore History: Manthir and Taknier were once sister tribes from a culture of nomads in the north. In the ancient past, Taknier slowly merged (peacefully or otherwise) with other tribes, settling towns and farmland. Manthir refused the call to join it's siblings under one leader, but were pressured to abandon their homeland in search of elsewhere. Relations between the two are somewhat strained, but they recognize cultural similarities and shared history. Relations: Allies with Taknier, at odds with Lutrians Location: West of Taknier, centered on a fertile valley Aesthetics: Germanic/Mongolian Magic: Chameleon Skin
Lutra
More a cultural faction than a kingdom, the Lutrian people are known nomads in the area. Now, they feel their movement across the land has been restricted and many wish to carve their own place in the lands they once traveled freely and called home.
Government: Tribal, Council of Elders Population: 200,000 Society: There is no class structure, men and women are equal, survival of the fittest Economics: Live off the land, traveling, they trade very little with others, sometimes raiding nearby villages and homes History: Comprised of tribal nomads and cultural outcasts of neighboring countries, Lutrians built upon the old culture of the northern nomads and have lived more or less ignored for decades. The current military triumvirate wishes to force their will on the people against the council of elders and that will is to claim their ancestral home. Relations: At odds with Manthir, no current allies Location: North of Manthir Aesthetics: Gaelic(Viking)/Romani Magic: Blood Bonding
Taknier
Taknier is the super power of the the known world and shining jewel of learning, a massive empire in the north built from the combined forces of the ancient nomadic peoples. Their sigil is a silver horse on a blue field.
Government: Absolute Monarch and Feudalism (Emperor and Empress) Population: 4 million Society: Noble families with few ranks and commoners. Citizens are afforded better access to education, medicine, and other services. Genders are equal, sexuality is strictly about procreation. Family is of upmost importance but most children are raised and taught communally Economics: Self sufficient, but trades in knowledge and information History: Manthir and Taknier were once sister tribes from a culture of nomads in the north. In the ancient past, Taknier slowly merged (peacefully or otherwise) with other tribes, settling towns and farmland. Manthir refused the call to join it's siblings under one leader, but were pressured to abandon their homeland in search of elsewhere. Relations between the two are somewhat strained, but they recognize cultural similarities and shared history. Relations: Allies with Manthir Location: Eastern side of the Northern Continent Aesthetics: French/Japanese Magic: Inner Fire
Other Kingdoms
These are not currently open to characters and are still in development.
Zhan A distant kingdom to the south comprised of the Fellix people. They are a tribal race and do not travel often, making them a rare sight anywhere but in their scrub homeland far to the south. Rumor has it they are violent, matriarchal savages.
The Vian The Vianese used to live in wondrous splendor to the far west, but constant storms and civil war destroyed most of their islands. Most have turned to adventuring, trade caravans and flotillas, piracy, and smuggling, earning a bad reputation for their brethren. They fair poorly in colder climates
Sundown Commonwealth Comprised of multiple small kingdoms and city-states, the Commonwealth prefers to keep their internal power squabbles to themselves, presenting a serene and unified front to the outside world and very little else.
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Jan 25, 2021 20:40:30 GMT -5
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Post by North on Jan 25, 2021 20:40:30 GMT -5
Magic
The world of Fjall has a lot of inherent magic. Not all of it is very powerful, but many of the creatures and even the people have some magic in them. Each race or culture has a magic of their own but there maybe yet be more secrets to uncover!
Magic is based on a person blood, so their parentage dictates their magic! Those with parents from different kingdoms can use both magics (provided they known about them) but they are much less effective at both magics. More information pending!
Death
In a realistic world, death does happen. It can be heartbreaking and painful as well as epic. On Trancers, no character will be killed without consent. However, death is not the end of their story.
Spirits are not random beings, however. They are souls. Souls waiting to be collected and moved on. Some of these souls can whisper. Some can affect an element. Others, sometimes through chance, sometimes through a strong bond in life, can make a strong bond in death.
Characters that die on site can still have an impact! The exact expression of this will vary based on events and the characters, but basically, for one character who was close emotionally with the character that dies, they might find the soul of their dearly departed companion still close to them. Some might merely be a presence that helps their friend in life see further or go without sleep longer. Others might have been powerful enough to heal their friend or give them some control of an element. And so might very well be able to 'talk' to their soul bonded even after they die.
Trancers
A living human who is host to a departed soul is known as a Trancer. They transcend the world of normal mortals and have special abilities, thought they might not always know it.
Throughout known history, these occurrences have happened through sheer accident. The existence of this magic is unknown. The exact effects of this magic is unknown. There are of course whispers of fantastic events and miracles throughout history.
In long forgotten history, Trancers were necromancers and harbingers of sorts, collecting souls of the dead to harness their abilities. While this art is long forgotten, it still happens naturally from time to time. Clearly there is still some magic left in the world.
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