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'''The Genesishydra''' - the mother of monsters who undoubtedly survived Armageddon - in its eternal cycle, stirs once more, seeding the land, air, water, and aether beyond with her only by-product: The monsters of myth. Some hatch, grow or germinate quickly, becoming the earliest monsters of the new era. Others are buried deep and won't come alive for a millennia, or until disturbed by forces far later. Some take the form of insidious ideas, lodged in sapients' minds, growing and spreading as the thought is shared. The denizens of the land at the time have many names for the monsters that now stalk them in the dark: Eldrazi, Couroni, Felk, Kaiju, Kami, dinosaur, and even more for the particular breeds and individuals they come across, or are devastated by. | '''The Genesishydra''' - the mother of monsters who undoubtedly survived Armageddon - in its eternal cycle, stirs once more, seeding the land, air, water, and aether beyond with her only by-product: The monsters of myth. Some hatch, grow or germinate quickly, becoming the earliest monsters of the new era. Others are buried deep and won't come alive for a millennia, or until disturbed by forces far later. Some take the form of insidious ideas, lodged in sapients' minds, growing and spreading as the thought is shared. The denizens of the land at the time have many names for the monsters that now stalk them in the dark: Eldrazi, Couroni, Felk, Kaiju, Kami, dinosaur, and even more for the particular breeds and individuals they come across, or are devastated by. | ||
− | + | Their is no knowable purpose to the mother of monsters' spawn, but they seem to exist at a cross-point of evolution, and each breed is unique - united only by one single behavior: each works to feed, protect, or otherwise serve the ever-enduring Genesishyrda. Beyond that, their presence stirs fear into the hearts of those who can feel it, provide deadly challenge for any heroic enough to hunt them, and resources to those capable enough down them and make use of their extraordinary remains. | |
=== The Anntorii and the Curtain of Death Year 110=== | === The Anntorii and the Curtain of Death Year 110=== | ||
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The breadth and depth of the heinous wall means it severed the '''Anari's''' underground empire. The majority of its citizenry left within the Curtain are the enslaved, weakly '''Molinari'''. The ruling class withdrew themselves into what quickly became their new interior capitol: '''Anntorii''', but the larger masses of '''Molinari''' rose up, embracing a form of intellectual freedom they had never known. Their greater numbers allowed them to broker for better treatment, and new positions within society. Engineer, scientist, smith and speaker were all opened to them. From there, exploration was a natural course by extension to see what now lay within their more limited domain, although it would be ages still before they sought what was above, it was a matter of course for a still expanding race: if one dimension is blocked, they would traverse in the other. | The breadth and depth of the heinous wall means it severed the '''Anari's''' underground empire. The majority of its citizenry left within the Curtain are the enslaved, weakly '''Molinari'''. The ruling class withdrew themselves into what quickly became their new interior capitol: '''Anntorii''', but the larger masses of '''Molinari''' rose up, embracing a form of intellectual freedom they had never known. Their greater numbers allowed them to broker for better treatment, and new positions within society. Engineer, scientist, smith and speaker were all opened to them. From there, exploration was a natural course by extension to see what now lay within their more limited domain, although it would be ages still before they sought what was above, it was a matter of course for a still expanding race: if one dimension is blocked, they would traverse in the other. | ||
− | + | == The Aether Monster Year 120== | |
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− | == The Aether Monster Year | ||
One of the first monsters created by '''The Genesishydra''' was the '''Aether Monster'''. This monster started off small but, over the course of history, grew to gigantic proportions. The monster is able to travel into the fourth spacial dimension making it seemingly able to teleport. In addition, it cannot survive under normal climate conditions, finding it most comfortable in the upper atmosphere. | One of the first monsters created by '''The Genesishydra''' was the '''Aether Monster'''. This monster started off small but, over the course of history, grew to gigantic proportions. The monster is able to travel into the fourth spacial dimension making it seemingly able to teleport. In addition, it cannot survive under normal climate conditions, finding it most comfortable in the upper atmosphere. | ||
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The conclusion is that this monster is a random threat that grows more dangerous the further in the future you go. | The conclusion is that this monster is a random threat that grows more dangerous the further in the future you go. | ||
− | == Monsterkind Coexsist Year | + | == Monsterkind Coexsist Year 130== |
Many generations after the creation of the monsters by '''The Genesishydra''', some of the monsters gained a level of intelligence to where they formed their own civilization. Largely separate from the world, since most species saw them as threats/enemies, these 50-500 foot tall kaiju looked very unique from one another. | Many generations after the creation of the monsters by '''The Genesishydra''', some of the monsters gained a level of intelligence to where they formed their own civilization. Largely separate from the world, since most species saw them as threats/enemies, these 50-500 foot tall kaiju looked very unique from one another. | ||
− | == The Age of a Thousand sparks Year | + | == The Age of a Thousand sparks Year 140== |
The messenger of the gods, tiny '''Tiktoskr''', seeing the struggle of mortals against the children of the Genesishydra, steals knowledge from the missives he is given and bestows it upon the mortal races. Using the stolen secrets, the mortal races start a march of invention and innovation, creating weapons, devices, and more to aid them in their struggle for survival. The gods punish Tiktoskr's well-meaning treachery, and he is not seen by the mortal races after. The fate of the messenger-god is a mystery. | The messenger of the gods, tiny '''Tiktoskr''', seeing the struggle of mortals against the children of the Genesishydra, steals knowledge from the missives he is given and bestows it upon the mortal races. Using the stolen secrets, the mortal races start a march of invention and innovation, creating weapons, devices, and more to aid them in their struggle for survival. The gods punish Tiktoskr's well-meaning treachery, and he is not seen by the mortal races after. The fate of the messenger-god is a mystery. | ||
− | == Developement of Deadman Drake's Dread Drekars of the Drapes Year | + | == Developement of Deadman Drake's Dread Drekars of the Drapes Year 150== |
With his head filled from a young age of the "good ole days" by | With his head filled from a young age of the "good ole days" by | ||
the tales an ex-raider great-uncle, '''James Drake''' had | the tales an ex-raider great-uncle, '''James Drake''' had | ||
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They were sailing a regular delivery of food & supplies to one of the | They were sailing a regular delivery of food & supplies to one of the | ||
islands used to harvest lumber when suddenly many onboard died. | islands used to harvest lumber when suddenly many onboard died. | ||
− | In shock, | + | In shock, James rallied the remaining crew and few passengers and |
completed their trip to the island. Over the next several days it | completed their trip to the island. Over the next several days it | ||
became apparent how lucky they had been. Almost a quarter of the | became apparent how lucky they had been. Almost a quarter of the | ||
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James had re-told the great-uncles tales to young Daniel and Daniel decided | James had re-told the great-uncles tales to young Daniel and Daniel decided | ||
to become a Raider. Taking one ship far down the coast, well past where any | to become a Raider. Taking one ship far down the coast, well past where any | ||
− | of the settled Islands were, | + | of the settled Islands were, Daniel and his crew attacked farming villages and coastal |
outposts, taking what they could. A few weeks of this ended up with Daniel | outposts, taking what they could. A few weeks of this ended up with Daniel | ||
on Wanted Posters and the locals sending for proper warships to repel these raiders. | on Wanted Posters and the locals sending for proper warships to repel these raiders. | ||
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stability with the creation of the Outer Bank. This soon became where many of the | stability with the creation of the Outer Bank. This soon became where many of the | ||
mainland's wealthy would "tuck a little something away where the tax man couldn't get to it". | mainland's wealthy would "tuck a little something away where the tax man couldn't get to it". | ||
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= The Coagulation Period= | = The Coagulation Period= | ||
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When the time came, they packed up their belongings and prepared for a journey to lands unknown. And as it turned out, their magic did nothing to help them against the curtain and 90% of them died immediately. The 10% who remained were not able to survive on their own, and many speculate that most of those survivors died from either infighting or aggressive enemies who either made it through the curtain or were already there. Their fate is ultimately unknown, but it is mostly accepted that the Heizun are extinct as one has not been seen since. Their old cities stand ruined and abandoned, bleak reminders that the curtain of death is not something that can be thwarted. No one has taken up residence in the cities since, believing them to be cursed. | When the time came, they packed up their belongings and prepared for a journey to lands unknown. And as it turned out, their magic did nothing to help them against the curtain and 90% of them died immediately. The 10% who remained were not able to survive on their own, and many speculate that most of those survivors died from either infighting or aggressive enemies who either made it through the curtain or were already there. Their fate is ultimately unknown, but it is mostly accepted that the Heizun are extinct as one has not been seen since. Their old cities stand ruined and abandoned, bleak reminders that the curtain of death is not something that can be thwarted. No one has taken up residence in the cities since, believing them to be cursed. | ||
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= The (Short Lived) Human Empire of Farven Period= | = The (Short Lived) Human Empire of Farven Period= | ||
− | Realizing that the lands were once again relatively safe and independent, a group of | + | Realizing that the lands were once again relatively safe and independent, a group of humans in the northern reaches got the idea that if they banded together, they may be able to rule it for themselves. After all, humans tended to be more ambitious and adaptable than other races, and they felt that should give them an edge. In the short term, it worked, and they made quick progress conquering other lands that were neither expecting an attack, nor prepared and able to defend from one. However, it turned out the humans in charge were terrible at keeping this mess organized and together. Corruption ran rampant among the upper circles, and the humans became complacent in their success. After only a century of rule, many other races banded together and revolted against them. When they were actually prepared and ready, they were capable of much more power and strategy than the humans could ever be. The empire fell as quickly as it had risen. Many of the longer lived races still view humans with scorn and as second-class citizens for their race's actions. |
− | == The Felling of Harl Grimwind Year | + | == The Felling of Harl Grimwind Year 350== |
Failed usurper '''Harl Grimwind''' and his band of clansfolk were exiled from the '''Clans of the North''' for their traitorous actions. Harl was more a fool than a leader and dared to take his followers across the land bridge to the continent to the south. He promised his companions greener lands and rich natural resources. He did not listen to the warning of the shamans of the tribes to the south, nor have any with him to try to talk reason into him. They marched through the '''Curtain of Death''', the warriors of the tribe they had last raided hot on their heels, seeking vengeance. | Failed usurper '''Harl Grimwind''' and his band of clansfolk were exiled from the '''Clans of the North''' for their traitorous actions. Harl was more a fool than a leader and dared to take his followers across the land bridge to the continent to the south. He promised his companions greener lands and rich natural resources. He did not listen to the warning of the shamans of the tribes to the south, nor have any with him to try to talk reason into him. They marched through the '''Curtain of Death''', the warriors of the tribe they had last raided hot on their heels, seeking vengeance. | ||
Harl watched with horror as his clanless fell around him, screaming and clawing at the air. Shrieking in agony. Their numbers were devastated, their livestock and beasts of burdens equally culled without mercy. He was heard to shriek, clutching his head: | Harl watched with horror as his clanless fell around him, screaming and clawing at the air. Shrieking in agony. Their numbers were devastated, their livestock and beasts of burdens equally culled without mercy. He was heard to shriek, clutching his head: | ||
− | + | Quote: | |
− | My brothers, my | + | My brothers, my quinn, my kae're... |
− | What have you done [to them]? | + | What have you done [to them]? |
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After it was done, there were so few of them left, but they trudged on, abandoning supplies they could no longer carry. | After it was done, there were so few of them left, but they trudged on, abandoning supplies they could no longer carry. | ||
They were desperate now, more than the star-struck they had been when first setting out. So it was that when they came across the helpful and amiable, but physically unimpressive '''Gaelph''', the humans fell to their most basest of instincts, and taking full advantage of their new 'friends' practically enslaved them, stealing their magics and used it to form the basis of an empire. | They were desperate now, more than the star-struck they had been when first setting out. So it was that when they came across the helpful and amiable, but physically unimpressive '''Gaelph''', the humans fell to their most basest of instincts, and taking full advantage of their new 'friends' practically enslaved them, stealing their magics and used it to form the basis of an empire. | ||
− | + | == The Mysterious Vanishing of Farvenor Year 380== | |
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− | == The Mysterious Vanishing of Farvenor Year | ||
At the height of the '''Farven Empire''', '''Farvenor''', the capital and largest city of the empire of '''Farven''' was one day enveloped in a thick fog/mist. Trade to and from the huge city stopped as anyone that went into the fog vanished without a trace. As word from the capital city ceased, the other cities in the empire began to go about their business. After several months the fog lifted, all on the same day, but there wasn't a trace left of the city. No giant palaces, no buildings, no fountains or statues, no pillars that once supported the government buildings, not even an indent in the ground where the city had been. It had simply vanished, without a trace, as if it had never existed. | At the height of the '''Farven Empire''', '''Farvenor''', the capital and largest city of the empire of '''Farven''' was one day enveloped in a thick fog/mist. Trade to and from the huge city stopped as anyone that went into the fog vanished without a trace. As word from the capital city ceased, the other cities in the empire began to go about their business. After several months the fog lifted, all on the same day, but there wasn't a trace left of the city. No giant palaces, no buildings, no fountains or statues, no pillars that once supported the government buildings, not even an indent in the ground where the city had been. It had simply vanished, without a trace, as if it had never existed. | ||
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There are those that claim they can foretell when a fog may appear, but they are rarely, if ever, correct and just provide more mystery to the situation. | There are those that claim they can foretell when a fog may appear, but they are rarely, if ever, correct and just provide more mystery to the situation. | ||
− | == Hylkos and the Ascension of Ahniet Year | + | == Hylkos and the Ascension of Ahniet Year 390== |
In the final years of the '''Farven Empire''' '''Ahniet''', a mage of some renown, leads a group of human refugees to the '''Hylkos Isles'''. Uninhabited because of naturally occurring (and potentially deadly) spontaneous magical phenomena, '''Ahniet''' binds the local energies to create magical traps and wards defending the isles. Local civilization begins and more humans join as the situation in the empire proper continue to deteriorate. | In the final years of the '''Farven Empire''' '''Ahniet''', a mage of some renown, leads a group of human refugees to the '''Hylkos Isles'''. Uninhabited because of naturally occurring (and potentially deadly) spontaneous magical phenomena, '''Ahniet''' binds the local energies to create magical traps and wards defending the isles. Local civilization begins and more humans join as the situation in the empire proper continue to deteriorate. | ||
'''Ahniet''' eventually realizes that the local magical energies are a result of a ley line running particularly "close" to the material word. Experimenting with this wellspring of energy, she undoes herself and is reborn as a demigod of humanity, protection, magic, and lateral thinking. Worshippers and most human sources in general depict her transformation as an act of brilliance. Most non-human sources are inclined to depict her ascension as nearly fatal and half an accident, an example of what humans are inclined to get up to when tampering with forces beyond their comprehension. | '''Ahniet''' eventually realizes that the local magical energies are a result of a ley line running particularly "close" to the material word. Experimenting with this wellspring of energy, she undoes herself and is reborn as a demigod of humanity, protection, magic, and lateral thinking. Worshippers and most human sources in general depict her transformation as an act of brilliance. Most non-human sources are inclined to depict her ascension as nearly fatal and half an accident, an example of what humans are inclined to get up to when tampering with forces beyond their comprehension. | ||
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= The Rise of the Molinari Period= | = The Rise of the Molinari Period= | ||
Upon reaching the surface, the once great '''Molinari''' splinter off from '''Anari''', creating two factions. The '''Molinari''', a translucent skinned, biped, semi-aquatic race that functioned as workers and scientists in '''Anari''' society. The '''Anari''', a hard shelled, biped semi-aquatic race that functions as warriors and leaders in '''Anari''' society. When the '''Molinari''' first burrowed to the outside, the sunlight set their evolution into full power. When '''Molinari''' are exposed to sunlight, their body begins photosynthesizing energy which manifests as arching electricity. When the '''Anari''' are exposed to sunlight, their body begins similarly generate power, but it manifests in large amounts of heat and fire. This revelation splits the '''Anari''' when the '''Molinari''' want to explore the new, tropical world while the '''Anari''' want to seal it up and stay underground and unlike when they were underground both are now on equal footing. | Upon reaching the surface, the once great '''Molinari''' splinter off from '''Anari''', creating two factions. The '''Molinari''', a translucent skinned, biped, semi-aquatic race that functioned as workers and scientists in '''Anari''' society. The '''Anari''', a hard shelled, biped semi-aquatic race that functions as warriors and leaders in '''Anari''' society. When the '''Molinari''' first burrowed to the outside, the sunlight set their evolution into full power. When '''Molinari''' are exposed to sunlight, their body begins photosynthesizing energy which manifests as arching electricity. When the '''Anari''' are exposed to sunlight, their body begins similarly generate power, but it manifests in large amounts of heat and fire. This revelation splits the '''Anari''' when the '''Molinari''' want to explore the new, tropical world while the '''Anari''' want to seal it up and stay underground and unlike when they were underground both are now on equal footing. | ||
− | == The Molinari fight an uphill battle to assert their place in the world Year | + | == The Molinari fight an uphill battle to assert their place in the world Year 400== |
The '''Molinari''', recently arriving at the surface, begin to explore and grow. With their new found freedom and powers, they expand from their underground cities. Building their first towns above ground, they begin to face the hardships of the surface world. After numerous assaults from monstrous '''Kaiju, Farven Cultists''', and the '''Anari''' disowning them; the '''Molinari''' still stand, stronger than ever. This makes them the dominant people in the area. | The '''Molinari''', recently arriving at the surface, begin to explore and grow. With their new found freedom and powers, they expand from their underground cities. Building their first towns above ground, they begin to face the hardships of the surface world. After numerous assaults from monstrous '''Kaiju, Farven Cultists''', and the '''Anari''' disowning them; the '''Molinari''' still stand, stronger than ever. This makes them the dominant people in the area. | ||
− | == The Rise of the Monster Hunters Year | + | == The Rise of the Monster Hunters Year 410== |
As the '''Molinari''' begin to explore more of the surface, they encounter other groups, and not all of them are hostile. They make peace and have fair trade with the Technologically Inclined '''Lombaxes''', the Ferocious '''Krovorian''' and the Scattered '''Humans'''. | As the '''Molinari''' begin to explore more of the surface, they encounter other groups, and not all of them are hostile. They make peace and have fair trade with the Technologically Inclined '''Lombaxes''', the Ferocious '''Krovorian''' and the Scattered '''Humans'''. | ||
The '''Lombaxes''' are an ingenuities race, intuitively talented in inventing new tools from the world around them. They are small, furry, bipedal creatures and their size and lack of natural weapons made their evolution into tinkers inevitable. | The '''Lombaxes''' are an ingenuities race, intuitively talented in inventing new tools from the world around them. They are small, furry, bipedal creatures and their size and lack of natural weapons made their evolution into tinkers inevitable. | ||
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With their combined skills, talents and abilities, they establish a Guild. A group of like-minded people, across all races, who have chosen to protect their home by focusing on the Monstrous Threats around. | With their combined skills, talents and abilities, they establish a Guild. A group of like-minded people, across all races, who have chosen to protect their home by focusing on the Monstrous Threats around. | ||
− | + | == Crafter-Smith Lewis Nobbsentor invents Molinari-powered defense suits Year 412== | |
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− | == Crafter-Smith Lewis Nobbsentor invents Molinari-powered defense suits Year | ||
Expanding on an idea that the surface blacksmiths had built into their heavy armor | Expanding on an idea that the surface blacksmiths had built into their heavy armor | ||
used in monster hunting--a spring powered elbow & shoulder joint mechanism that | used in monster hunting--a spring powered elbow & shoulder joint mechanism that | ||
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boost could be used several times as the wearer recharged themselves. | boost could be used several times as the wearer recharged themselves. | ||
− | + | == The First Inevitable Year 415== | |
− | The | + | The Proto-Inevitable came to help the humanoids after a chance encounter with a Lore Keeper. This creation was brought back to the Monster Hunters and with the combined knowledge of the races, began to mass produce theses golems. |
− | == Monsterkind Coexsist Year | + | Variations of Nobbsentor's armor were later created that reduced the armor's |
+ | weight (and so reduced its protective value) but increased the duration | ||
+ | of the strength and speed boost. Scouts and Messengers later started requesting | ||
+ | another variation that removed almost all the heavy metal plates and focused | ||
+ | on providing an hour's worth of movement boost that would not fatigue the | ||
+ | wearer. This last variation comes in two types, specific to land or water movement. | ||
+ | |||
+ | Additional Historic Notes: | ||
+ | The Anari, seeing what their Molinari cousins had come up with, attempted to do | ||
+ | the same using their body generated heat. Already having a shell, the Anari generally | ||
+ | lacked in armor crafting skills. They also paid less attention to the more detailed | ||
+ | 'scientific' knowledges, prefering to supervise, control, or fight. | ||
+ | Their attempts were poor successes. Anari versions of self-powered armors tend to | ||
+ | be loud (steam driven), slow to power up (have to heat the water), and bulky (all | ||
+ | those pipes and valves over wearer's shell), and they have a high rate of maintenance | ||
+ | issues. Also, matching their demeanor, Anari armors tend to be stronger but slower | ||
+ | than Molinari armors. | ||
+ | |||
+ | == Monsterkind Coexsist Year 430== | ||
Many generations after the creation of the monsters by '''The Genesishydra''', some of the monsters gained a level of intelligence to where they formed their own civilization. Largely separate from the world, since most species saw them as threats/enemies, these 50-500 foot tall kaiju looked very unique from one another. | Many generations after the creation of the monsters by '''The Genesishydra''', some of the monsters gained a level of intelligence to where they formed their own civilization. Largely separate from the world, since most species saw them as threats/enemies, these 50-500 foot tall kaiju looked very unique from one another. | ||
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The conclusion is that they can now coexist more or less without the threat of being hunted, despite the presence of the '''Monster Hunter Guild'''. Many of '''Monsterkind''' actually join the guild to help combat the other monsters, but most prefer to live in peace in their own villages. | The conclusion is that they can now coexist more or less without the threat of being hunted, despite the presence of the '''Monster Hunter Guild'''. Many of '''Monsterkind''' actually join the guild to help combat the other monsters, but most prefer to live in peace in their own villages. | ||
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= Time of the Webbed Moon Period= | = Time of the Webbed Moon Period= | ||
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Eventually, a band of heroes representing most of the races slays '''Arachne''', terrible '''Queen of Arachnos''', direct '''Daughter of the Genesishydra''', and the land is able to begin to recover. | Eventually, a band of heroes representing most of the races slays '''Arachne''', terrible '''Queen of Arachnos''', direct '''Daughter of the Genesishydra''', and the land is able to begin to recover. | ||
− | == The Molinari Invent Artificial Sunlight Year | + | == The Molinari Invent Artificial Sunlight Year 510== |
Building upon the work of '''Lewis Nobbsentor''', '''Molinari''' scientists are able to create a device that uses their own electrical currents to power artificial sunlight. At first it was clunky and difficult to properly use and manufacture, but a scientist by the name of '''Gwenaelle Syran''' is credited with not only coming up with a way to mass-produce the device, but leading an expedition below the surface to gather the materials needed to do so. Once completed and distributed, the '''Arachnos''' were much less of a threat than before and were promptly dealt with. The devices also had many other practical and religious applications, and are used in religious ceremonies worshipping the light, while also making crops easier to grow in areas with harsher conditions. And to clarify '''Gwenaelle''' was not directly involved in the defeat of '''Arachne''', she merely helped that process along. | Building upon the work of '''Lewis Nobbsentor''', '''Molinari''' scientists are able to create a device that uses their own electrical currents to power artificial sunlight. At first it was clunky and difficult to properly use and manufacture, but a scientist by the name of '''Gwenaelle Syran''' is credited with not only coming up with a way to mass-produce the device, but leading an expedition below the surface to gather the materials needed to do so. Once completed and distributed, the '''Arachnos''' were much less of a threat than before and were promptly dealt with. The devices also had many other practical and religious applications, and are used in religious ceremonies worshipping the light, while also making crops easier to grow in areas with harsher conditions. And to clarify '''Gwenaelle''' was not directly involved in the defeat of '''Arachne''', she merely helped that process along. | ||
− | == An Equal and Opposite Reaction | + | == An Equal and Opposite Reaction 520== |
The suddenly expansionist nature of the '''Molinari''', combined with the paramilitary "Monster Hunting" guilds and their advances in armor, begin to alarm some of the factions/races that rose back to power after the fall of '''Farven'''. Many of the older members of the long lived races, after all (Elves, Dwarves, Delmvalmi) personally remember the rise of '''Humanity''' and the resulting consequences. The innovation of artificial sunlight further exacerbates the problem (from some perspectives) by effectively removing a threat to the '''Molinari's''' rear that might have checked further expansion. | The suddenly expansionist nature of the '''Molinari''', combined with the paramilitary "Monster Hunting" guilds and their advances in armor, begin to alarm some of the factions/races that rose back to power after the fall of '''Farven'''. Many of the older members of the long lived races, after all (Elves, Dwarves, Delmvalmi) personally remember the rise of '''Humanity''' and the resulting consequences. The innovation of artificial sunlight further exacerbates the problem (from some perspectives) by effectively removing a threat to the '''Molinari's''' rear that might have checked further expansion. | ||
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An unusual sort of cold war starts to set in... | An unusual sort of cold war starts to set in... | ||
− | == Anari Scouting and Immersion | + | == Anari Scouting and Immersion 530== |
After the '''Molinari''' begin exploring the surface world, the '''Anari''' have difficulty controlling the rest of the populace. Their once noble religion, each supporting each other in their strongest area, begins to shake and crumble. Their cast of holy warriors, who every morning would bathe in the rays of the sun to get their powers, let in through a small opening, choose to investigate the surface. The exploration is fruitful but ultimately splits the '''Anari''' people. Those who see the surface are enticed by its splendor and agree to stay with their '''Molinar'''i cousins, while those who only hear tale think of it as heresy. Eventually the remaining '''Anari''' holy warrior cast disconnects themselves from the surface but melting the entrance into the underground. This begins a new era in '''Anari''' history, where the warrior cast now develops into metal artisans with their fire abilities while the '''Molinari''' apply their curiosity and intellectual talents to the other threats at hand. | After the '''Molinari''' begin exploring the surface world, the '''Anari''' have difficulty controlling the rest of the populace. Their once noble religion, each supporting each other in their strongest area, begins to shake and crumble. Their cast of holy warriors, who every morning would bathe in the rays of the sun to get their powers, let in through a small opening, choose to investigate the surface. The exploration is fruitful but ultimately splits the '''Anari''' people. Those who see the surface are enticed by its splendor and agree to stay with their '''Molinar'''i cousins, while those who only hear tale think of it as heresy. Eventually the remaining '''Anari''' holy warrior cast disconnects themselves from the surface but melting the entrance into the underground. This begins a new era in '''Anari''' history, where the warrior cast now develops into metal artisans with their fire abilities while the '''Molinari''' apply their curiosity and intellectual talents to the other threats at hand. | ||
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= The Severed Period= | = The Severed Period= | ||
− | After the repeated and deadly attacks by spawn of | + | After the repeated and deadly attacks by spawn of the Genesishydra, Monsterkind and humanoid relationships are more strained than ever. This dire situation comes to a head when a Monsterkind attempt a powerful ascension rite and rather than sacrificing one of their own to power it, capture dozens of Light worshipers to fuel their bloody magics. |
− | To be brief, the ritual does not go according to plan. Those that participate do gain immense power, but with their ascension, they broke a fundamental link within them. Each monster (intelligent or not) feels it intimately. Monsterkind are no longer linked in that indescribable primal way to their ultimate progenitor, | + | To be brief, the ritual does not go according to plan. Those that participate do gain immense power, but with their ascension, they broke a fundamental link within them. Each monster (intelligent or not) feels it intimately. Monsterkind are no longer linked in that indescribable primal way to their ultimate progenitor, the Genesishyrdra. From that day on, they are the Severed. |
− | Angry and traumatized by this hereditary shunning, the Severed razed the countryside, smashing what civilization they found and enslaving those that they did not trample. This act was led by the fierce, now nearly feral | + | Angry and traumatized by this hereditary shunning, the Severed razed the countryside, smashing what civilization they found and enslaving those that they did not trample. This act was led by the fierce, now nearly feral Bar-gar. After becoming Severed, he named Monsterkind the rulers of the land and himself King and their power was enough to almost instantaneously overwhelm the remnants of the Monster Hunter's Guild. Besides sundering the oldest Guild, he also outlawed all worship of the Light. Some scholars suspect that the mad ruler was motivated by trying to become reunited with their ancestral lineage, but if that was the case, they never succeeded. |
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− | == | + | == The Multi-Headed Cult Year 610== |
− | + | A group of monsters, seeking to reclaim the lost connection they possessed to the Genesishydra, become a religious group known as The Many-Headed Cult, who revere the mother of monsterkind as a deity. They perform occult sacrifices, even amongst their own kind, causing them to be shunned further among monsterkind. A small connection does become established, but its effects prove volatile and dangerous, mutating the participants into a powerful yet feral state, stripping them of any humanoid intelligence they may have possessed. They refer to this ritual as "The Reawakening", and the practice becomes taboo among many monsters. | |
− | + | == Battle of the Severed Year 620== | |
+ | Eventually, the many-headed cult is reasonably successful in its goals. Through dark and vile rituals, many monsterkind manage to become more powerful and devise ways to corrupt other members of monsterkind with vapors. Hordes of feral monsterkind poured across the land, consuming everything in their wake. This also led to monsterkind becoming much less prominent in society, and the few that didn't go into hiding developed tools to prevent corruption, though they were never able to reverse its effects. | ||
− | + | The Monster Hunter's Guild took up arms against the horde, and after many months of bloody warfare, they managed to finally put an end to the cult, though both monster hunter and monsterkind faced heavy casualties. No one but the guild is truly certain of the fate of the cult, and there are always rumors of cult involvement every time something bad happens. | |
+ | While people across the land are glad to be rid of the cult and the horde, this ultimately raises tensions regarding the power of the Monster Hunter's Guild and the presence of monsterkind in society. | ||
= The End Period = | = The End Period = | ||
− | The region draws outside eyes, ready to explore it's dangerous wilds. (Year | + | The region draws outside eyes, ready to explore it's dangerous wilds. (Year 900-Present) |
− | == Magictown University Founded Year | + | == Magictown University Founded Year 910 == |
The magic-users of the world have magic schools throughout the land, most have been abandoned for many years, but some still exist. One of the biggest schools had a student who went only by his last name '''Johnson'''. After graduating when he was in his early twenties, he decided that the magic schools of the world (particularly the one he graduated from) were too exclusive and shunned the less fortunate. The poor would be denied because they couldn't afford it and most of the less respected races (including the '''Monsterkind''' and '''Ogrim''' (orc/troll), among others) were outright denied entry due to extreme racism. '''Johnson''' took it upon himself to set out and found a school of his own that would be far more inclusive for the magically adept. | The magic-users of the world have magic schools throughout the land, most have been abandoned for many years, but some still exist. One of the biggest schools had a student who went only by his last name '''Johnson'''. After graduating when he was in his early twenties, he decided that the magic schools of the world (particularly the one he graduated from) were too exclusive and shunned the less fortunate. The poor would be denied because they couldn't afford it and most of the less respected races (including the '''Monsterkind''' and '''Ogrim''' (orc/troll), among others) were outright denied entry due to extreme racism. '''Johnson''' took it upon himself to set out and found a school of his own that would be far more inclusive for the magically adept. | ||
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== Nessa the Good Year 1,030== | == Nessa the Good Year 1,030== | ||
− | + | Nessa was a young lay-priest of the Light in Cornia. She had beautiful golden-white hair, stunning ice-blue eyes, and disturbingly beautiful and fair skin. | |
− | + | Nessa was imprisoned for preaching while supposedly inciting to riot in what was essentially a case of being in the wrong place at the wrong time. In reality she was trying to use calm words of reason to keep the peace between the two sides, but that's Cornia for you. | |
− | Even while imprisoned she kept up her rigorous religious observations, even making a life-time convert and new friend, | + | Even while imprisoned she kept up her rigorous religious observations, even making a life-time convert and new friend, Tarkan Jebb, an ex-naval-officer turned (briefly) to buccaneer. |
− | When she was chosen for one of the earliest golem-ship sentences, she did not despair, and survivors said she would sing to them for hours on end to help keep their spirits us. Then, as they passed through the | + | When she was chosen for one of the earliest golem-ship sentences, she did not despair, and survivors said she would sing to them for hours on end to help keep their spirits us. Then, as they passed through the Curtain of Death, she a white nimbus softly enveloped the ship and no screams were heard to issue from it. |
− | The few scavengers that came down from | + | The few scavengers that came down from Hell's Point to greet the dead and scrounge what they could from the fallen were awestruck when she strode upon the water to offer a saving hand to those that could not last in the freezing depths. All the while with a grim look of determination on her smeared and filthy face. |
Miraculously, of the one hundred souls aboard that doomed vessel, a phenomenal thirty-two of them made the crossing safely, more than doubling the current population. | Miraculously, of the one hundred souls aboard that doomed vessel, a phenomenal thirty-two of them made the crossing safely, more than doubling the current population. | ||
Since that fateful day she's been a voice of reason, a constant bastuib of support, and, perhaps, most importantly, hope, to those of Hell's Point. There is not a day she doesn't provide some physical or spiritual comfort, tend to the ill, or listen to the stories of the scouts who go beyond the horizon and provide level-headed insight on those subjects that might affect the whole community. | Since that fateful day she's been a voice of reason, a constant bastuib of support, and, perhaps, most importantly, hope, to those of Hell's Point. There is not a day she doesn't provide some physical or spiritual comfort, tend to the ill, or listen to the stories of the scouts who go beyond the horizon and provide level-headed insight on those subjects that might affect the whole community. | ||
− | Even poor | + | Even poor Tarkan made it through, on a later ship. He spoke of not having anything to live for but to see 'Sweet Nessa's smile" again and when he did, he professed his unswerving devotion to her from that day forward. |
== Making Lemonade Year 1,040== | == Making Lemonade Year 1,040== | ||
− | After burying their dead and shedding their tears, most of the surviving | + | After burying their dead and shedding their tears, most of the surviving ex-Cornians gather at Hell's Point and begin doing what they can to rebuild some sort of civilization. Masons craft blocks of stone for their new homes, cooks nourish hungry bellies, and nobles and administrators... administrate, helping out in other ways as their personal skills or physical strength allows. But more creative minds are working on more ambitious plans of their own. |
One of the golem-ships happened to contain three mages who established contact with one another and begun conspiring about how to improve their current situation. The golems-ships couldn't be turned aside to new destinations, however, having been built specifically to delver their contents beyond the Veil. But the three learned a great deal about golem-ships in the process. | One of the golem-ships happened to contain three mages who established contact with one another and begun conspiring about how to improve their current situation. The golems-ships couldn't be turned aside to new destinations, however, having been built specifically to delver their contents beyond the Veil. But the three learned a great deal about golem-ships in the process. | ||
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Two of the three died passing the veil, one did not. When the survivors gathered at Hell's Point he brought another mage, a shipwright, and a carpenter into his conspiracy. They seemed to have few resources in the strange land but there was great power in the eldritch golem-ships, power that could turned to better purposes. | Two of the three died passing the veil, one did not. When the survivors gathered at Hell's Point he brought another mage, a shipwright, and a carpenter into his conspiracy. They seemed to have few resources in the strange land but there was great power in the eldritch golem-ships, power that could turned to better purposes. | ||
− | The first golem-ship that they tried to alter was destroyed irrevocably in the attempt, earning the group the nickname of " | + | The first golem-ship that they tried to alter was destroyed irrevocably in the attempt, earning the group the nickname of "The Fourkups". The next golem-ship worked on was similarly ruined, and the general population of the survivors became hostile to this seemingly wasteful indulgence. The four managed to negotiate the rights to attempt to alter a third ship, however, and on the third try the charms works beautifully. Rows of legs emerged from the bottom of the ship, legs that could carry the massive ship up onto and around land with ease. The fourkups guided the golem-land-ship around with ease, it's initial orders having already been carried out and it's control now seized. |
The ridiculous sight elicited widespread cheers of joy, filling the survivors with hope. The golem-ships had been the site of great suffering, to be sure, but now these strange contraptions could be turned into mobile homes and fortresses for the survivors. | The ridiculous sight elicited widespread cheers of joy, filling the survivors with hope. The golem-ships had been the site of great suffering, to be sure, but now these strange contraptions could be turned into mobile homes and fortresses for the survivors. | ||
== The Tide Comes In Year 1,050== | == The Tide Comes In Year 1,050== | ||
− | For some time the souls of those killed by the curtain of death aren't treated unusually. But, when a particularly ill-fated ship accidentally passes through the curtain, | + | For some time the souls of those killed by the curtain of death aren't treated unusually. But, when a particularly ill-fated ship accidentally passes through the curtain, Genesishydra instead intervenes to bind the souls of the departed together and create new monsters out of them as an experiment (if mortal words can be used to describe the intent of the divine). |
− | The first of The Mother's creations is | + | The first of The Mother's creations is Chimera, three souls of the departed twisted together into a terrifyingly virile creation. Worse follows, slowly but surely. These creatures aren't bound to the death curtain but, drawing from their own ugly energies, can travel at will. |
− | Some of these | + | Some of these Chimera supplant existing children of Genesishydra. Some are consumed by the existing children. Most coexist with or merge with their siblings. Strange and troublingly personal horrors result. |
+ | == Adventure! Year 1,060== | ||
+ | With Hell's Point relatively secure and well established a group of the more ambitious survivors decides to take one of the Golem-All-Terrain-Ships (recently re-christened the Adventure) out to an island nearby covered in ruins. The island is near enough that it will have to be explored sooner or later, particularly if the ships are to be used for their more efficient seaborn travel, and there's talk of finding lost treasure among the ruins, perhaps setting up some sort of outpost on the isle. Confidence is surprisingly high, given all that the exiles have suffered. | ||
− | + | The expedition doesn't send word back to Hell's Point for a while, long enough that it's becoming slightly concerning. Then the expedition returns, in a strange and startling fashion. An enormous gelatinous sphere emerges from the shallows and begins barreling towards Hell's Point. Deeper layers of the creature's exterior seem to consist of strange creatures and races, embedded in this terrible amalgamation, but the outer layer clearly consists of the Adventure and it's crew, | |
− | + | trapped in this giant rolling monstrosity. The living components of the creature flail about and scream wildly as it approaches Hell's Point, with the speech of the former humans just as terrifying and incomprehensible as that of stranger organic components. | |
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− | + | Casualties from the initial impact are quite light, with most of the exiles panicking and running away from the abomination as fast as they can. As the creature rolls about, though, screaming from dozens of mouths, Hell's Point's finest muster a response. Warriors strike, mages conjure powerful spells, and priests beseech their gods for powerful boons. It's a good showing, but swords, lighting bolts, and lances of holy light don't seem to do much more than irritate the creature. | |
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− | + | With a strange focus, however, the creature suddenly reverses it's momentum and begins rolling back out to sea. Various attacks and curses continue to land with little effect as the enormous blob rolls out into the water and then disappears beneath the waves, with the same ease with which it entered Hell's Point to begin with. Non-combatant residents eventually begin to trickle back in, confused and horrified. The blob doesn't return. At least not to Hell's Point. | |
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== Skirmish at Muddyrocks Year 1,070== | == Skirmish at Muddyrocks Year 1,070== | ||
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The Durscheni, it turns out, are a sort of libertarian/survivalist element of the old Farven empire that established self-sustaining communities beyond the borders of the old empire rather than deal with the empire or the non-humanoid factions that tore it apart. They know a great deal of the history of the wider world, although their decentralized nature prevents them (by design) from becoming any sort of geopolitical power. Harv Fairhaired, the Cornian expedition leader, establishes the legal right (in New Cornia/Hell's Point) for the Durscheni to exploit the contested ruins called Muddyrocks. The Durscheni involved in the exploitation send Hell's Point a number of valuable gifts in return and establish diplomatic relations with these strange folk. | The Durscheni, it turns out, are a sort of libertarian/survivalist element of the old Farven empire that established self-sustaining communities beyond the borders of the old empire rather than deal with the empire or the non-humanoid factions that tore it apart. They know a great deal of the history of the wider world, although their decentralized nature prevents them (by design) from becoming any sort of geopolitical power. Harv Fairhaired, the Cornian expedition leader, establishes the legal right (in New Cornia/Hell's Point) for the Durscheni to exploit the contested ruins called Muddyrocks. The Durscheni involved in the exploitation send Hell's Point a number of valuable gifts in return and establish diplomatic relations with these strange folk. | ||
− | == The Shadow over Hell's Point Year 1, | + | == The Shadow over Hell's Point Year 1,070== |
After the groups in exile settled and have several encounters with the strange, two particular families took to investigation of magic to defend themselves. The Kainfaust Vilebloods lead by Count Azkelon and Countess Stella and the Flaming Avengers led by the brother Gnauraill and Thengur of the Reintic Clan. | After the groups in exile settled and have several encounters with the strange, two particular families took to investigation of magic to defend themselves. The Kainfaust Vilebloods lead by Count Azkelon and Countess Stella and the Flaming Avengers led by the brother Gnauraill and Thengur of the Reintic Clan. | ||
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This conflict eventually is what allows Sarventus to create the first Undead Golem Ship and sail back to the mainland, through the Curtain of Death as he is no longer alive. | This conflict eventually is what allows Sarventus to create the first Undead Golem Ship and sail back to the mainland, through the Curtain of Death as he is no longer alive. | ||
− | == Hell Point Overflows 1, | + | == Hell Point Overflows 1,080== |
As Hell's Point became settled and "civilized" (I use the term loosely), people eventually began to fight among one another and run out of space and resources. A few younger, and more brash members of the group set out to look for somewhere to live and claim as their own. This group primarily consisted of those who actually incited political unrest back in Cornia, who were unhappy with how the denizens in Hell's Point were attempting to run things. | As Hell's Point became settled and "civilized" (I use the term loosely), people eventually began to fight among one another and run out of space and resources. A few younger, and more brash members of the group set out to look for somewhere to live and claim as their own. This group primarily consisted of those who actually incited political unrest back in Cornia, who were unhappy with how the denizens in Hell's Point were attempting to run things. | ||
After traveling along the coast, they stumbled across an abandoned village, complete with stone towers sprawled out over a large area. None of the locals dared to go anywhere near it, for fear it was cursed, but as far as the youngsters from Hell's Point were concerned it was perfect! It was already full of structures, it just needed to be cleared out in order to be suitable for many people to live. Eventually more people followed suit, and the ruins of the tribe Heizun were populated by some of the Cornian Survivors | After traveling along the coast, they stumbled across an abandoned village, complete with stone towers sprawled out over a large area. None of the locals dared to go anywhere near it, for fear it was cursed, but as far as the youngsters from Hell's Point were concerned it was perfect! It was already full of structures, it just needed to be cleared out in order to be suitable for many people to live. Eventually more people followed suit, and the ruins of the tribe Heizun were populated by some of the Cornian Survivors |