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 The World
Drew
5:14am, August 08, 2014
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The main story of The World of Atles takes place on the planet's largest continent, Kolgin. The continent boasts a large expanse of geography ranging from lush forests, winding plains, tall mountains and a desolate wasteland. Each of these regions have towns, villages, outposts and such, but for each region there is also a major city. These cities are all connected by a rail system; this allows characters to easily and quickly change areas without worrying about spending weeks traveling on the road. However special spots, like temples, caves and areas of roleplay interest will have to be found.

HISTORY OF KOLGIN
In 1538, the Continent of Kolgin was under the control of the Kingdom of Leofur. The kingdom was peaceful and prosperous, due to treaties with the elves of the Gramercy Forest, Dwarves of the Northern Mountains and the Beastmen of the East. This peace changed on the discovery of Aldite in the Northern mountains. Dwarven artificers began to craft incredible magical tools and weapons from these minerals; and suddenly a race for power began.

A civil war erupted in the kingdom, and every group wanted full control of the Aldite. This led to the creation of powerful and destructive weapons. Weapons which razed the lush plains and mountains of the North, transforming them into the wastes. Weapons which created a huge crater in eastern Kolgin, causing the Beastmen to disband and wander the world. And these weapons caused the ruination of the south, opening portals to the Abyss and creating a cursed marshland where a once proud kingdom lay.

Hundreds of years have past, and it is now the year 1835 in Atles, and knowledge of the war has become fragmented, censored or lost. The great weapons of the war have disappeared, many hoping they have been destroyed. But forces among the regions still battle for aldite, and the tensions and worry of another war become whispers among the people living in the continent. A new war would not just ruin the continent, it may destroy everything.


THE REGIONS

Gramercy Forest: Central Kolgin
The largest forest on Kolgin, ranging hundreds of square miles in area. The region of Gramercy is noted for it's naturalistic bent. The city of Riverton lies in the forest on the Gramercy River, acting as both a port on the river and as the station for the high speed rail. Other important places in the region include the Thrandul, the Elven Homestead and the source of "natural" magic in Atles, as well as the Temple of Neyra, Goddess and Protector of Forests.

The Golyat Crater: Western Kolgin
A huge crater that serves as one of the earliest Aldite mines on Kolgin. The upper mines have been converted into homes for poorer miners who work the deeper trenches finding pieces of aldite from the ground. But the two major features are the cities connected to the crater. The twin cities Erus and Irus sit both beside and above the crater. Erus is the anchor for Irus, and holdes the middle and working class citizens, while the flying city of Irus holds the nobility and aldite researchers of the city. Irus is held aloft by a huge aldite powered engine, and is known as the Airship Capital of Atles.

The Wastes: Northern Kolgin
The Wastes are the biggest expanse of land on Kolgin. A lifeless near-desert, people still live in the harsh climate due to the freedom the land provides. The Wastes are an area of lawlessness and pure survival. Most live near the large mountain ranges and mine for Aldite for the major city of Alexandria. Alexandria is built around a large oasis and is surrounded by huge stone walls.


The Golden Coast: Eastern Kolgin
A gorgeous crescent of small islands and coastline, the Golden Coast stretches the eastern border of Kolgin. The Golden Coast is home to many coastal villages, several small resorts, but the major city in the area is Delin City. A more modern city compared to the other cities in Kolgin, Delin is the base of the rail system connecting all of the cities, as well as being the technological hub of the continent. Access to these technologies is highly restrictive, and thus much of the city is closed off to outsiders.

The Cursed Marshes: Southern Kolgin
The rail does not run to the Southern region's main city, Ebonwatch. Southern Kolgin is more infernal compared to the other regions, and the land has a connection to the abyss. The Cursed Marshes are a very dangerous area for regular people, as monstrous creatures can be found easily. Some say that creatures who consume shards of aldite become even more twisted, horrible and worse: powerful. Ebonwatch is the home for many famous monster hunters, those who specialize in the eradication of evil creatures.

Edited 11:16pm, August 08, 2014 by Drew, author.
 
Drew
5:43pm, August 08, 2014
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Aldite: Aldite is a rare mineral that plays a large focus on the over-arching plot of the World of Atles. Multi-colored crystals found deep within the earth, Aldite emits a radioactive power that corresponds to the color of the crystal.

Red Aldite: Emits heat, and more pure forms can create fire.
Blue Aldite: Emits a cooling sensation, and purer crystals can create water or ice
Green Aldite: Can create small gusts of wind. Purer crystals can cause a wielder to float or fly.
Brown Aldite: Small pieces can cause plants to grow miraculously fast. Purer crystals can break apart the earth.
White Aldite: Small pieces emit bright lights, while purer crystals create a powerful form of energy.
Black Aldite: Even the smallest pieces can make someone sick. Purer crystals can sap the life out of an area.
Purple Aldite: Extremely rare, the crystals seem to cause a slowdown or speedup of time when used.

More crystal variations may appear as time goes on, but these are the most known forms of Aldite.

Aldite Mutation: Normally, someone with magical power is born with it. However, prolonged exposure to Aldite has been shown to in rare cases, give someone powers related to the crystal exposed to. Most aldite mutations happen in mining areas like in the Golyat Crater, or in the mountain ranges of the Wastes.

Aldite Augmentation: Some mercenaries, mages and scientists have found ways to augment their abilities with Aldite. Weapons, accessories and armor can have aldite shards installed in them to give the equipment the properties of the crystals. For example: A sword with a small red aldite crystals will burn enemies when they are cut.
 
Drew
6:12pm, August 08, 2014
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Places of Interest:

The Grey Mare: The largest inn and tavern in Riverton, and a great place for travelers to get information about the area. The inn is operated by the enigmatic old man, Old Pot, who seems to know a lot more about the world than he lets on.

The Thrandul: The elven homestead located somewhere deep within Gramercy Forest. This city is a natural wonder, where the residents live alongside nature. While it is kept by the elves, the Thrandul allows other races to stay within its confines, as long as they follow the rules of the homestead. The Thrandul is also known as the last bastion for natural magic users in the world.

Temple of Neyra: A magical temple that honors the goddess of the forests, Neyra. No one knows how to get to the temple, and it is passed along as a fairy tale to those in the Gramercy Forest area.

Golyat City: Also known as the Miner's Town, this is a huge sprawling city located in Golyat Crater. Access to the mines is strictly for the workers, and most of the people who live in Golyat city are extremely poor.

Temple of Koros: A magical temple honoring the God of the Forge, rumors have stated that the once lost temple is found at the bottom of the Golyat Crater. Since no one but miners can enter, and since the people of Golyat City are a closed-mouth bunch, not much of this place is known.

The Iron Fort: A large guild run by the Mercenary Company the Iron Hand located in the city of Erus. The Iron Hand is the most prolific mercenary company in the world, though many disagree with their violent methods.

Archimedes Academy: The world's foremost aldite research academy, located high in the floating city of Irus. Many of the newest knowledge of aldite comes from here, and experiments on new forms of aldite are constantly changing how this magic technology works.

The Airyard: The world's busiest airship port, located in Irus.. The Airyard is where airships, airskiffs and dreadnaughts are all built in Kolgin. Mechanics and pilots the world over congregate there.

Devil's Peak: The highest point of the northern mountain ranges of the wastes, Devil's Peak is a dangerous area full of monsters, bandits and, as rumor goes, dragons.

The Juris Oasis: Noted as the largest free city in the wastes, The Juris Oasis is a sprawling desert town built around a huge oasis.

The Marshal Offices: Also located in the Juris Oasis, The Marshals are a group of lawmen who travel the wastes aiming to bring peace to many of the towns.

Sol Beach: A beautiful resort town located on the Gold Coast. Sol Beach is a place many come to relax and get away from the worries of the world.

Luna Beach: The sister resort to Sol Beach, Luna Beach offers a place for those who may not enjoy the harshness of the sun to relax and enjoy night strolls on the beach or beautiful cave diving.

Leofor Castle: A ruined castle located in the middle of the Cursed Marshes, Leofor Castle was once the home of the ruling kings of Kolgin, who brought all of the regions together under the banner of unity. However, many years ago a horrible curse came to the southern region of the continent, and the castle and the lineage of kings fell to ruin.
 Added Place of Interest
Anne Blue
3:41am, February 27, 2015
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Sualavii Stronghold: The home of the Equintzi people. Located on the edge of both The Wastes and Gramercy Forest, they have the benefits of fresh water and relatively fertile farming lands; it is a thriving community.
 Flora and Fauna
Drew
4:51pm, November 20, 2017
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Each region of Kolgin has it's own unique flora and fauna. As the RP goes on, I will try to add reference pictures for such creatures, as well as a short description per each one.

Gramercy Forest Region

Bogmen
Bogman
Bogmen are not actually "human" but instead a kind of parasitic algae that likes to feed on dead and rotting flesh. Bogmen are mindless, territorial creatures that are dangerous, but easy to avoid if given a wide berth. Fire works well as disposing of them, as long as they don't have water to submerge in.

Varg
Varg
Vargs are an interesting pack hunter. Most don't grow bigger than the standard wolf, but they have a thick crest on their snouts (sometimes spiked as well) and they have an extremely strong sense of smell. Vargs are also practically blind; relying on scent to hunt rather than other senses.

Burnip
Burnip
By themselves, Burnips are not very dangerous, though being large, cat sized-insects, they seem so.They are small insects that like to burrow in soft, wet soil. But when a mound of burnips is disturbed, they attack with extreme ferocity. A large ox can be torn to shred in mere seconds if a mound of burnips attack.

Edited 4:52pm, November 20, 2017 by Drew, author.
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