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Thread for Hot Spots On Bettenchi

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 Hot Spots On Bettenchi
Mab
7:43pm, December 19, 2003
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Bettenchi Map
Here is the MAP of Bettenchi as I've been able to draw out the kingdoms so far. 1.5 MB file, so if you're on dialup, sorry for the wait in loading the map.

This is where you post places of note on Bettenchi. If you have a castle and you want it recorded, here is where you can make sure it is known to exist by all. So, posting format would go something like this, just for an example:

Place: BlahBlah
Description: A darn cool place. It has lots of stuff like this and that and yadda yadda, etc.

P.S. Make sure to list the name of the place in the Topic/Title of your post.

You do not have to be an admin to post to this thread. Just keep in mind that if we don't approve of what you posted that we retain the right to delete it or ask for it to be edited.

The format, very simple as it is, is to make it so that those reading about your place can more easily and quickly get the information they need about your place or kingdom should they wish to visit or interact with it, if that is possible to do ICly. I mean, isn't that what an established, hot-spot place in an RPG is generally for? Try to make your descriptions easy to understand and read for someone looking it up in the middle of an RP.


Edited 5:23pm, February 08 by Mab, author.
 "The Glimmering Inn" Trendlekim's
Mab
8:59am, December 20, 2003
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Name of Place:"The Glimmering Inn" or often called "Trendlekim's" This is the main tavern place for the chat where you're most likely to run into other players. This here be the default location place that all chats need.

Location: It is located in Ruapenchi, which is similar to Venice, Italy in a lot of respects and would be its approximate earth equivalant location. There is a water channel behind it and also one that runs in front of its courtyard area. It's located in an area that does allow horses to be brought along the walkways of the city from inland areas.

Description: It is a tidy tavern and very spacious. It has a long bar toward the back, stairs to a second floor that has the rooms of the inn, a stage in the back corner of the base floor and tables across the main floor. There are booths circling the front with windows at each booth. It is owned by Mr. & Mrs. Trendlekim. They are a friendly and elderly couple and seem just jovial nice people on the surface. Who knows what they really are. They seem to be friendly and open to all species and their tavern is open to all, demons, drow, elves, humans, orcs, dwarves, etc. They are indiscriminate and seeming unafraid of all. There must be a reason for this lack of fear they have. heh. What it is that makes them so bold, remains a mystery. They have a magic kitchen with cubbards that supply them with anything they like, but only they and those that work for them can operate the enchanted cubbards. They don't have to cook, just pull out their dishes straight from the cubbards, cooked to perfection. They have similar drink cubbards under the bar. Again, one must know how and be magically authorized to operate them and only the admins can determine if a player knows the magic to do so. Another feature of the tavern, it is enchanted to only sustain minimal, superficial damage, as the most damage that can be done to it. A wall might be knocked out, but the whole place isn't going to come tumbling down for some catastrophic reason. Also, should damage occur, magically, over night, the damage will be repaired, at that point in time when no one is looking. A character might glance at a damaged wall one second. Look at something else, and glance back and whoah, the wall is repaired. How did that happen? hehe. This is an ideal tavern for such an elderly, kindly couple to own, wouldn't you agree?

*****PORTAL******** There is a portal in a gazebo behind the tavern. It connects to various other portals that are open to public use and not blocked in some way. A rider and steed can fit through it, and really, really small cart like wagons, but nothing larger. An army could not likely go through the portal. Let's not try that. hehe.



Edited 6:21am, January 17 by Mab, author.
 Assa aha a'did
Hida Al'Asid
9:31am, December 21, 2003
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Place: Assa aha a'did (Roughly translates to Father Desert)


Description: Father desert is a harsh, unforgiving environment, stretching several hundred miles and is almost unlivable except by the native desert dwelllers, namely nomadic humans and desert elves. There are oasises that can be found deep in the desert, far from how deep visitors usualy travel. The oasis generaly has a very lush center, with a pool of water and perhaps a quarter mile periphery of grassland suitable for grazing animals. Oasises are generaly fought over very fiercely by the natives, where water is a comodity as valuable as gold in other parts of the world. At night the beating sun is replaced by freezing cold, and the death of more than one individual by lack of warmth in the middle of the desert is hardly unheard of. It should be noted that the desert denzins, especialy the humans, refer to Father Desert with a mix of Fear, awe, reverance, and respect and as both a person and place. There are many stories the nomads hold that refer to Father Desert as either a person or a deific being, sometimes as a heroic figure, sometimes as a literal parent of a clan's forefather, sometimes as a cruel, harsh being. It is believed that Father Desert is a jealous being and thusly it is advisable to only be showy with one's wealth by giving, especialy with a cut to Father Desert. These ideas seem to have some merit as there are many accounts of gaudily dressed travelers that were befalen by disasters of the desert such as quick sand or mini-sand storms that only hit the one person in question.

Edited 3:02pm, October 01 by Kali, moderative.
 Quinell
Sileen
10:38pm, December 21, 2003
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Name of Place: Quinell, captital of the High Elves.


Location: It is located within one of the world's largest forests, also home to it's largest trees (think redwoods...of DOOM!), spread out surrounding the largest of them all.

Description: It is a town of the most beautiful gardens, great buildings of fine lattice and much elven art, and fountains that defy description. The sun streaming through the branches of the Great Tree casts a warming glow over the city by day, silvery lamps the color of moonlight alight at night, giving the city an etherial feel. Due to the Orc Wars of earlier years, a great wall has been erected to surround the beautiful city. 60 tall, 15 feet wide.. and brilliantly white. Even on the wall itself, and the seemingly delicate gate, the city's elven art is seen. (They've had time to go from merely function, to a peice of art) The outside is smooth, pristine white. The inside however, is lined with carvings, statues.. and the occasional flower vines growing in controlled patches over the walls.

Ironically, one of their most beautiful rooms, the "Stone Chamber", is the one room no one but the current leader ever sees. Long ago, the High Elves were entrusted with a Medga Stone. It is in this room, a stone rests. The walls are of the finest crystal, fashioned into a vague teardrop shape, that slopes up into steps, rather then down, on the floor. Atop these round, circular steps, is a pedastal that holds a Stone. Grooves go down the walls, fashioned to appear as water flowing down from the cieling, and with the help of a mild illusion, the carvings come alive, and the room does seem to be inside a giant drop of water. Though in actuality, the room is surrounded by thick stone, spells are weaved outside the crystal on the stone walls, that provides a view through the crystal and "running water", of anywhere in Quinell, the default being one of the largest gardens. There is also another enchantment on this room. An enchantment that completely blocks teleportation. None can teleport in or out, within 30 feet of this room.

In days of old, only elves are allowed within the confines of the city, though there has been the occasional exception. Drow are taken prisoner on sight, as are orcs.

Edited 3:04pm, October 01 by Kali, moderative.
 City of Ruapenchi
Mab
6:48am, December 26, 2003
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Place: Ruapenchi

Description: This city is much like Venice, Italy, but more medieval times in style. It does have some Greek/Roman like columns on many of the buildings. It also has the water ways instead of actual roads like Venice, but the walkways and bridges are generously sized in most places to allow small carts and horses to most of the main areas of the city. Although there are some residential areas that can only be reached by boat and some docks also that can only be reached that way. Ferries exist that can accomodate horses and carts. The channels are deep and most of the city is built on the water in an area that doesn't get much in the way of destructive sea based storms. Buildings do tend to be monstrously thick walled, even more so with their below water foundations. There are rumors that merfolk secretly lurk and dwell below the city, for some reason not making themselves known. As the city stretches more inland, waterways turn into road where the water ceases to be under the city. In these transitional places the channels ramp up to turn into road and boats get docked where it is deep enough and smaller boats pulled onto and placed upsidedown along the sides of the channels that become roads. These transition from water channel to road areas tend to be the more rural outskirts areas of the city, the city having its rural areas mostly concentrated on the land based side of it. The downtown area almost extending all the way to the sea's edge and in some cases meeting the sea's edge. Docks and harbors do obscure the downtown area from the sea's edge in most places, however.

City Sanitation: Ruapenchi is kind of special in the sanitation department. It is charmed to clean up after itself. Animal droppings that are not quickly collected and used in flower pots and the like will disappear when no one is looking and will reappear mixed into the soil of a field somewhere. The same goes for human chamber pots and rotten food waste, etc. It is, for this reason, known as a gleaming city, one of the very rare non-magic folk based cities that have such an attribute. Isn't that nice? For this reason also, the water channels are not polluted. Who enchanted the city this way and why is unknown. The chat master knows, though. *snicker*

This is also where the main tavern of this chat is located, "The Glimmering Inn" or "Trendlekim's".

Edited 4:06pm, October 04 by Mab, author.
 Krondor
Palladia Mors
5:50pm, December 27, 2003
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Place: Krondor

Description: The City of the Eagles, it is a city and a nation unto itself. Krondor is known worldwide for its rich dessert food and sweet wines and its culture. Krondor produces more world reknown bards and minstrels than practically any other place on Bettenchi. Krondor also boasts one of the best calvalries in their general area, in fact, most boys from the age of 10 to the age of 17 are put through horsemanship training by the military should the need arise for them to institute a draft. Along with all these things, Krondor is a major port of call for merchants, military supply vessels, and other such seafaring traffic, all in all, Krondor is a very very rich city. It should also be noted that it is rumored to be the headquarters for the nefarious global thieve's guild The Black Hand

Edited 3:10pm, October 01 by Kali, moderative.
 Fairy Kingdom
Mab
9:24am, December 28, 2003
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Place: Kingdom of the Fae

Description:
It is a place mostly made of heavily forested magestic alps. The main dwellings of the fae are within the mountains themselves.

The kingdom sports several portals, all but one of which just leads to other parts of the kingdom and are within the mountain interior structures. It has a special portal outside near the ruins of Ferialii, which is marked by a ring of magic mushrooms. This portal works like most public portals, leading and connecting to any other portals, but with one special defensive feature. See the portals thread for more details on that one.

The kingdom is not home to the winged fae people alone. It is also the home of tree ents and saetors and the little pesky pixies (pesky pixies being a different species than the fae, most of the time winged, but not always), brownies, gnomes and various other magical species commonly associated with faery tails. Some unicorns also live within fae borders and are treated with respect, able to come and go as they please, it being a given that the unicorns would return the respect even though not specifically subjects.

The lands of the Faery Kingdom (using various spellings for "Fairy" here) sport breath taking falls, deep pools and mountain lakes, fresh running rivers, larger than life trees, moss, giant shroons, ferns, breathtaking snow scapes in the winter, etc. on the mountainsides and surrounding valleys and lands. Inside the mountains are abundant crystal caves and other Faerie made wonders. Pretty much, it's a magical paradice to behold.

The Great Wall of The Fae
Surrounding all of this kingdom, a wall to rival the Great Wall of China and then some was literally grown from the ground by the magic of the ents to protect the kingdom.

The wall is made of tightly intertwined and packed, thick as tree trunks, spiney (not big enough spines to hold a man's weight for climbing)vines. It is 60 feet high and 30 feet thick on the surface of the ground. Under ground the roots go 60 feet down and are almost as tightly intertwined as the upper wall and almost as spiney. In other words, burrowing under is not the best route to try and bypass the wall. The wall is magically enchanted to be level 3 magic fire resistent (It's completely immune to non-magic made fire), having been made by the ents. The vines are like rock in strength, except more pliable, making them even stronger, because they're not brittle like rock is.

On the top of this wall, going up another 8 feet are the mobile and entangling outer most extremities of the vines that make up this wall. This tangle top barrier is a thousand times worse than any barbed wire. Like the tree trunk sized vines that make up the main wall, these tangling vines of generally a human arm's thickness also have spines and will coil around and grab any intruders that try to tread over the top of the wall. Being stabbed by the spines of these grabby top vines is most unpleasant and painful. These vines are extremely strong and can detain a creature up to 10X human strength.

Along the wall every mile or so is a tower also made of the same vines and part of the wall. Here is where lookouts watch, waiting with magic beacons to warn the kingdom's people of any danger. Pesky pixies and fae patrol the wall unmolested by the tangley vines. Ents also patrol the walls on the inside, their tree top heads able to be seen moving by by any onlookers on the outside.

First sight of the brownish-green wall usually causes mouths to gape in awe. The vines, though formiddible, really aren't unsightly, just very uncomfortable to come in contact with. The wall is able to be climbed if the climber is wearing thick protective gear, but that is certainly not recommended, due to the top part of the wall. Heh. Best way to bypass the wall is to fly over it or teleport past it (if you have that magic ability), but you'll most likely be spotted at some point, unless weally weally cwever. Best way not to deal with the wall at all is to be invited in in the first place or know the secret of the portal.

Edited 6:18pm, February 08 by Mab, author.
 Oyrin's Mine
Oyrin Darkune
7:46pm, December 28, 2003
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Name: Mithrenburg
Description: Alot like Moria in Fellowship, when the torches are lit the walls reflect the mithril hidden in the stone.

It is presently led by the NPC admin/mod usurper dwarf, Gindelman who can be played by any of the admins or mods until someone conquers him.

Edited 3:12pm, October 01 by Kali, moderative.
 Gryshdaeke
Ezekiel
10:21pm, January 12, 2004
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Name of Place: Gryshdaeke - demon tongue which means "Hell place" or place where the Demonius Nectus first appeared


Description: This massive crater, spanning approximately 60 kilometers (about 100 miles) is constantly smoking in and about the border of it. Due to it's surroundings of the vast desert as well as the heat which is exerted from the crater itself it makes a suitable and perfect environment for the rise of the Demonius Nectus 15 yrs. ago. Several large monuments, depicting various demons stand, scattered almost randomly about the crater's border. Though, any Demonius Nectus can read the short scriptures on the monuments that describe the voyage from their home to the crater. One monument on the southwest portion of the crater begins the trail of various statues lining the path taken by the original band of Demonius Nectus who trekked to what is now [Earth equivalent of Dakar, Senegal] Gryshnag'sa (meaning town or place by the water power [ocean]), the capital of their dark empire of heat and shadow.


Edited 6:25pm, February 08 by Mab, moderative.
 En'Tai
Oriko Musashi
5:25am, January 13, 2004
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En'Tai, or "The Golden Land"
It is essentially the Far East. Once, long ago, before men thought to record such things, it is said that there was a great war between demons and men. The demons, which came from the Abyss Gate in Tir-Tien mountain in central Li, sought to destroy or enslave men and all other species thought to be inferior to them. This did not happen, for the kingdoms of men rose up and united in the face of this dire threat. Under the banner of Tsaki Asashi, the warrior king from Tai, a great army rose up and with the power of their Holy Ones behind them, drove the infernal forces back through the Abyss Gate. The gate was then sealed by the Holy Ones for five-thousand and one years, and men returned to life as usual.

Within two years of the Unholy War, all of the east was united under the banner of house Asashi as one nation, En'Tai, or "The Golden Land." Life was prosperous, with the land of En'Tai being very fertile to allow farming and the breeding of livestock. As it should be, the past was never forgotten; the men of En'Tai are required to serve in the military for not less than ten and not more than fifteen years. As such, En'Tai society is very structured and disciplined. There is no crime to speak of -- all criminals are given a quick, albiet brutal, public execution when they are caught. There are no judges, for it is believed man is of sound mind to decide guilt or innocence. Executions are performed immediately, usually within minutes of the actual crime.

For those that decide to stay in the military for longer than fifteen years, they can look forward to the En'Tai Sovereign Guard, or the "Demonslayers." These men are fierce warriors, and have an unshakable faith in Ming, the All-Father.

It has come to pass in the recent months that the Holy Ones have sensed a new evil walking the Earth. Immediately, the forges at the Shrine of Ming were ordered activated, and monks from the shrine began work on blades for the warriors -- especially the Demonslayers. Ill news was carried on the wind; the Holy Ones spoke of war, war against an evil not seen for thousands of years.

They spoke of death.

Warrior-King Oriko Musashi, Emperor of the En'Tai Empire and the Chosen of Ming, called a meeting of the Demonslayers. It was decided that an expedition would be sent out from En'Tai, to the four corners of the world, in search of the evil. No stone would be left unturned. The council decided that it would be best to kill the enemy in the cradle, rather than let it mature to fight and destroy En'Tai, whom they naturally assumed would be a target. Ming would not let them perish; they fought with righteousness on their side, and would thus be victorious.

Going north, south, and east from the throne, three of the most senior Demonslayers depart, seeking out the evil which walks the land. Heading west, Oriko Musashi sheds his crown in the stead of his blades, each blessed by the Holy Ones themselves. For the first time in its existence, En'Tai reveals itself to the rest of the world. For the first time in its existence, En'Tai opens its borders...

And after that, Oriko disappeared and En'Tai went through several hands of leaders, but remained strong.

(Most recent leader is Lanika Cha'ggra. Relative to Oriko, and the first Empress to claim the throne)

Edited 9:23pm, June 24, 2005 by Sileen, moderative.
 The Dark Forest
Jerren Skulldeep
7:39am, January 22, 2004
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Place: The Dark Forest and the Goblin Kingdom
Description: The Dark Forest has been a place of horror and legend to Arvandorians to the west and the Krondorians to the east for as long as the Kingdoms have existed. Horrific beasts and monsters take residency within the forest. While there is many stories of heroes braving the woods of the Dark Forest to save kidnapped loved ones, there are just as many of fools who wandered in and never came back out.
The Dark Forest gets its name not from its denizens but from the fact that the trees are so densely packed, even at its edges that it can look like night time while traveling inside it during the mid day. There are many types of very valuable wood in the Dark Forest, from Oak, Birch, and Elm to rare types such as Bloodwood, Blackwood, and the bark of the legendary brain trees.
It is impossible to be certain of all the different creatures that dwell in the black forest, but wolves, boars, lycanthropes, beast men of various kinds, giant versions of wild animals, goblins, trolls, ogres, can be found populating the Forest.
While many elves see the outer parts of the forest as pleasant in its natural state, none care to tread too deeply into it in any numbers, nor do any towns on the rim of the forest last for any significant amount of time. There are small towns of beast men, goblins, and other such creatures found spottily about the forest, but most can be considered little more than gathering spots for roaming tribes. The only great exception is a goblin kingdom, imaginatively named by its inhabitants The Goblin Kindgom, in the northern part of the Forest.
The Goblin Kingdom is a recent development within the last 10 to 15 years. Reports of it have only recently surfaced after surprisingly well-coordinated raids began striking southern Krondorian outposts. A human named Jerren had apparently taken control of one of the major goblin tribes and systematically conquered the others, forming an empire within the Dark Forest itself. Krondorian reprisals had been swift but largely ineffective as the goblins struck quickly on their cavalry equivalents of Boars and Wolves and fade into the forest before the Krondorian Cavalry could destroy them in any number. With the destruction of the old Krondor Kingdom, the Goblins have been spreading out, attacking raiding from what is left of Arvandor and Krondor while trying to set up their economy to not rely on raiding.
The Goblin tribes that are united into the kingdom are the Gobbel tribe, the Hobb tribe, the Kinner tribe, the Kobolds (which are more of an extremely savage offshoot of the goblin race than a true tribe), the Cobbler tribe, the Boggle tribe, and the Bogart tribe. The Goblin tribes break themselves down mostly by which mount they prefer, with a great split between Boar tribes and Wolf tribes. The only tribe that uses both is the Cobbler tribe, which is also the most advanced. The Cobbler tribe is notably oriented towards artisanship and are much less savage than most of their cousins. The Cobblers have been able to produce steel items for the kingdom as well as beginning to create low quality magical items. They are becoming very advanced in alchemy and engineering. For the most part, the Goblin economies are based on agriculture and raiding. Most goblins farm pigs and gather berries and nuts from around Dark Forest, though they have begun to raise chickens taken during raids on Krondor.

It should be noted that there remain more goblin tribes to the south of the Goblin Kingdom that have yet to be united by force as well as scattered bands of goblins throughout a great deal of Bettenchi.

Update from events: The Goblin Kingdom has been making alliances with other kingdoms of the minor races, specificaly of the Ghidra and the Gargoyles. This has put some strain on the internal politics of Jerren's kingdom as there is a sizable faction of goblins that would rather not work with any race other than their own.

I just edited to update some neighboring kingdom name changes--Mab

Edited 6:33pm, February 08 by Mab, moderative.
 Quman
Axis
10:14pm, June 07, 2004
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Place: Quman

Description:
The land of Quman sits near En'tai about where mongolia would be on earth. They are a race of semi-nomadic horse riders, who follow the wind and their leaders only. Many say they were born in the saddle and that the Quman can do anythign in the saddle a normal man could on the ground. They breed their horses for intelligence, speed and power, and they are the best in Bettennchi. They are ruled by a king who, though savage, is quite civilized at the same time. They tend to be a bit barbaric and raise various wooly animals for food. IT is a harsh land and they are a harsh people. However they do maintain trade. Their military is savage but incredibly well disciplined. They have tactics and strategy often unexpected from hores-riders like them. Their specalty is horse archery, however they are no strangers to the lance and sword. However magic is forbidden to all but heir shamans, who's powers coem from the Quman's gods. Their king is a man named Bartuc, who is also often called the Warlord of Blood or the Beast King for his savage manner of fighting.





Edited 9:29pm, June 07, 2005 by Axis, author.
 Eldurith
Xyva
9:19pm, June 10, 2004
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Place: Eldurith

Location: Westurn Urald

Description:

Eldurith is a kingdom of mostly humans that was created soon after the second war began. Its capital city is Algadan, which was built around the Stardock Academy when the kingdom began. The Stardocks are located on the seaward side of the city along with the city portal. Eldurith trades in refined metals and crops. Its large mountains provide the ore used in its magically enhanced refineries while its fertile land allows for great crop seasons.





Edited 2:18pm, June 07, 2005 by Xyva, author.
 Stardock Academy
Xyva
1:33pm, June 17, 2004
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Place: Stardock Academy

Description:

The Stardock Academy is the wizards academy of Bettenchi. It was created before the first war and has been in operation ever since. Soon after the start of the second war people fled to the academy for protection and built the city of Algadan around it.

The academy contains a library for each level of spells and another for other information; the dormitories where students stay; the dining hall; several smaller halls for minor events; an entrance hall; offices for the headmaster and head professors; the faculty apartments; the supply hall where many magic ingredients are kept; the infirmary; and below it is a magically sealed vault rumored to contain several artifacts of great magic, powerful magic ingredients, great spells and ancient writings. However the due to the vault being sealed and no one knowing how to open it the specifics of its contents are unknown.




Edited 4:09pm, October 04 by Mab, moderative.
 Malkier
Mab
11:55pm, June 29, 2004
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Place: Malkier

Malkier is a good sized kingdom. It is in a temperate local and has many forested areas. The landscape is rather rough and untamed and they have cold, very snow covered winters. They also are located next to lakes that are like seas of fresh water.

Though there is criminal activity in the lands, they are not as predominant as other countries.



*Work in progress*

Edited 4:10pm, October 04 by Mab, author.
 Lai'dor
Kali
12:47pm, July 15, 2004
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Lai'dor

Kingdom of the Sylvan Elves


The capitol city of Andaith is located on the northern border, approximately
where Gdansk is. The city is surrounded by a 20 ft high wall opening into the
sea, where the Navy has its main shipyards. Althought it is the capital city,
the population is rather small, having currently just over 3,000 residents. The
castle is just to the east of the city, encompased by its own high wall.. The
gates are double guarded..a state of high security, since the disappearance of
their queen. The main tavern,Tel'malmallen, located in what can only be
described as a large tree house.. is just off the docks. It is run by a former
archer of the Queens Guard.. I dont recommend getting on his bad side.. their
are 3 portals into Lai'dor.. the main one is located in Andaith, on the outer
castle wall, the words to activate it are on a stone plaque on the wall
surrounding the castle, just between it and Tel'Malmallen. the words are Lai'dor
ten'oire and must be given in elvish or you will be lost...sent to where ever
admin decides you should end up. The other 2 are much easier.. the second is
located in the center of the country(warsaw)..the pass for this is Caradhras..
the third is in the south.. almost at the borders of Lai'dor and the Fae..pass
for this one is Ai'mithe. Their current military standing is as follows


200 Elite Elven Archers
300 Elite Infantry
180 Elite Calvalry
30 Standard warships with crew

100 Engineers divided into 4 units places in strategic locations around the
country

20 Standard Patrol Ships (guard units)
10 Counter Seige Weapons with crews
850 Archers (guard units) based in 170 5 person units also spread thru out the
country, with a search radius of 3 1/2 miles per team.



Edited 4:23pm, August 02, 2005 by Kali, author.
 Trelanus
Lok
7:53pm, July 15, 2004
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Location: Trelanus

Descritption: This kingdom is situiated right on a major trade route to and from Ruapenchi and other countries. The main city is actually the massive ruins of a city many times the size of Ruapenchi. Both humans and gargoyles live there together. The gargoyles usually inhabit the higher structers and the humans the lower. Even though the city is in a ruin there are more living spaces than they can possibly use. Even though it is a ruin it is a very neat place. roads are clean and well kept, homes are clean and sturdy. There are many parks and a river runs through the south of the city. The whole thing is surronded by double walls. Both are heavily guarded and have massive porticulles for entry as well as massive doors. The castle is a true fortress and this is where the miliary, as well as the goverment, is housed. Much traffic passes through the city so it is safe from an attack as that would cause trade to shut down.
Indeed trade is this city's main purpose, being a main hub of trade, especially along the coast.

Edited 7:51pm, March 01 by Lok, author.
 Rethwellan
Arkady
3:17pm, July 21, 2004
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Rethwellan:

The country of Rethwellan is the home of the Ghidra. They are divided into 7 tribes or clans. Each is ruled by the strongest leader and that leader is advised by the elder of the clan. Currently the clans are nominally lead by a Ghidra by the name of Albrecht. Each clan has a territory but there is one city, Ciarn which is open to all and all the clans live there. It is built partly in a cliff face and partly around the cliff.

Silver Fangs: Currently the strongest clan and the over all leaders.

Shadow Lords: Second strongest clan, and keepers of secrets.

Uktena: Workers of magic. It is rumored they can speak to spirits.

Fenrir: The most war-like of the clans. Also all wolf-type.

Bastet: All cat type, and very competitive.

Bageerah: Hunters mostly.

Glass Walkers: Artisians and builders usually.
 Malbolg
Axis
1:37am, March 30, 2005
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Malbolg, home of the Malevioy. Its obsidian walls echo with the screams of slaves and prisoners in torment, a perpetual twilight hanging over it all. It is a city of towers, massive sprawling fortresses and walled compounds. The whole city is filled with magic, magical runes and wards covering most every flat surface. These elegant sprawling designs lend a anceint and fell apperance, as these magical symbols appear to writhe and move of their own accord. Some few gates and walls are adorned with Dragon skulls, a mark of high prestige abouve even that of unicorn horns. For all the atmosphere of darkness and evil, the place has a curious elegance, for Malevioy live for so long that mere living has been elevated into an art form for them. Outside of the huge gates the land is sere and dead, with clouds swirling over head and centering over the central tower.
All of the citizen's of En'Tai that once lived in this region now are in the hands of the Malevioy, their homes annihilated and desecrated. Once beuatiful ponds and lakes have becoem swamps, vast farmland became desert and wooded forests became dark and twisted, home to a strange race of lizard-like humanoids that seem to serve the Malevioy. The shadow of the city spreads like a sickness, slowly engulfing more and more land. The peasents and animals flee before it, but soon there will be nowhere left.
Darkness has fallen over the land...and may heaven help Bettenchi, for the Malevioy have come.
 Urbic
Xyva
7:08pm, June 07, 2005
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Name of place: Urbic

Location: Western Urald

Description: Urbic has fertal land and dense forests as well as a large animal population. Unfortunatly the Plant monsters and other predators have made it difficult to settle.

Edited 2:09pm, June 07, 2005 by Xyva, author.
 Rashwe
Xyva
7:17pm, June 07, 2005
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Name of place: Rashwe

Location: Central Urald

Description: Rashwe's hars terrain and hot deserts make life scarce. If not killed by the lethal heat or lack of water, any settlers would also have to avoid the very large sand wurms inhabiting the majority of its sands.
 The Black Fortress
Axis
2:23am, June 08, 2005
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Name of Location: The Black Fortress
Earth Equivlent Location: Greece

On the peninsula east of Ruapenchi there is a Black Fortress. It is a massive edifice of black stone and iron, heavy spiked walls surronding a massive black tower. No doors are visible from the outside though there is a massive tower every 50 yards for the whole breadth of 600 yards. A massive deep trench, lined with stone, surronds the whole thing. The fortress is near impregnable.

For 90 miles around the land is sere and dead. Nothing living stirs, no specks of greenery mar the gray and black and dead yellow. There are places where massive fires raged, leaving whole groves burned, or chopped down. There are vast blood stains, and a haze hangs over the lands. The silence reigns total and the air is still. Clouds sit heavy and grey abouve the dreary grey land and the despaire and pain of the land is plapable.

Once the ghoul army was destroyed, many ghouls returned here. Now it is a haven for the remaining intelligent and self-aware ghouls Every now and again a wild ghoul will become intelligent and be drawn to the Fortress and it's power. Wild ghouls are seens as animals by these undead, and are not treated kindly, moreover they are sacrificed as failures. In this place, nothing breaths, and the ghouls worship at their dark, bloody alters, awaiting the return of their shrouded god.

Edited 9:03am, June 14, 2005 by Axis, author.
 The Rectitude
Ilbesind
8:21pm, June 13, 2005
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Name: The Rectitude

The Rectitude is an imposing building situated on a small island off the coast of Ruapenchi. Its walls are thick and broad, and ward most of the island from approach by sea. A small inlet on the north side of the island provides a harbor for access to the Rectitude and its facilities. The gate is opened at dawn every morning and closed at dusk, without exception.

The outer ring of walls encircle a number of barracks, smithies, taverns, storehouses, and horse breeders for the use of the Ordo Niveus Contego (the militant wing of the Order). This is the Templars' main garrison, and the place at which new members are trained.

A second curtain wall divides this outer ring from the inner. A single gate penetrates the inner wall, and access to the Rectitude itself is heavily restricted. Few who are not part of the Order see the temple itself.

Main Hall:
This open area extends along the depth of the temple, serving as the center of religious activity. Stained glass windows color the otherwise white marble in countless shades. Blue and white tiles form huge mosaics on the floor, depicting scenes from the Order's idealized vision of history. The main hall is built to humble the visitor by sheer size, with pillars larger than a man's outstretched arms and domes that soar dizzyingly high overhead.
Two huge golems near the far end of the main hall pull on thick ropes by turns, manipulating pulleys that swing a titanic pendulum back and forth along the wall. Acolytes stand near the pendulum at every hour, so that the schedule of religious activities can be set and kept precisely.
A choir is maintained here, like the timekeeping acolytes, at all hours of the day. Their hymns are timed carefully by the pendulum: those who falter before their shift is finished often face harsh discipline.

North Wing:
This wing is reserved for the exclusive use of the priests of the Ordo Niveus Manus. Even the Templars are not allowed within.
Most of this wing is given over to private rooms and facilities for the priesthood. Other rooms are off limits even to the priests, and are used only by the highest ranks of the Order, and agents thereof.Rumors among the Templars suggest that this wing is paved in gold, though any priest would scoff at such a notion.

Southern Wing:
This part of the Rectitude serves guests of the Ordo Niveus Manus. The roof of this wing is full of holes and strange-looking decortations which produce haunting music during seasonal storms. Wind coming off the ocean can also cause brief melodies, giving rise to the fear that this wing is haunted. This is, of course, ridiculous, and dismissed by the priests who live at the temple.
 Formerly Known as Creon Alocruos
Darrius Lokken
6:09am, June 29, 2005
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New Name of Place: Taros

Capital: Ontinor

Leader: Darrius Lokken

Religion: Cult of the Right Hand

Disposition towards other Nations: Hostile

Location: Were This Earth, from about Maine to Florida, Entire east coast of the USA.

Description: Many foothills, lots of forest regions. Many, many mining communities, miners used as slaves by the previous King. The Capital city, Ontinor, is very lavishly built, once looking very bright, now taking on a more gothic, dark look to it, the Palace, obviously being part of Ontinor has seen the most noticable changes in general darkness since Darrius came to power. The other cities are much more drab and dull than Ontinor, originally being the slums. Darrius has moved much of the population to Ontinor, making many additions to the Capital to accomidate the people, turning many of the old slums to ruins. Though it is dark, Ontinor and Taros itself is still very aluring to tourists and the general public (think New York, or Las Vegas).
 The Order Of the Dragon
Brandir
3:24pm, June 29, 2005
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A legendary, fabled clan, the Order of the Dragon, or Dragoon, has kept the balance of peace of existence for decades...centuries even.

PLACE: Darkrenia
LOCATION: North-Western half of Spain
DESCRIPTION:
The kingdom of Darkrenia exists high in the mountains of the peninsula West of Ruapenchi and Trelanus. The climb into these mountains is dangerous, and takes a skilled, hardened man indeed. On the way into the mountains, heading West toward the Darkrenia capitol, there is an outpost city...which remains unnamed to this day. It is bleak, depressing and nearly dead. Many people of the Order stay there to protect the capitol should trouble come calling.

On the Western shores of Darkrenia, there are seaport cities. These seedy, run-down port cities have a notorious reputation for being bad...sleazy and crime-ridden. This reputation is, of course, held up by the Order members who stay in these cities to ensure the safety of the Order.

Brandir, the leader of the New Order of the Dragon, has established trade links to nations across the sea to the West and the North. He has successfully hidden who the benefactor is (the Order) and the traders believe they are shipping their supplies to these port cities, where they will be shipped to other, non-existent countries.

The Darkrenia capitol lies right in the center of their land. The very fortress, the stronghold, the Order temple acts as the capitol, where a huge building stands, a castle...and compliment to the icy-cold mountaintops surrounding it. Here is where Brandir commands the army of the Order clan.



Edited 12:09pm, June 29, 2005 by Brandir, author.
 Mannossa
Liz
7:42pm, July 05, 2005
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Name: Mannossa

Location: On Earth, it would be Portugal.

Capital: Clethos

Leader: Queen Shanira Treyan

Dominant Religion: None

Dispositition Towards Other Nations/Races: Neutral

Description of Land: Fertile coastal hills, semi tropical. Rainy springs, hot and humid summers, warm autums, chill winters. Main crops being wheat, barely, hay, fruits and vegetables.

Products Of Note: Their silkworms produce unusually strong thread. When woven into cloth, it makes sturdy yet soft and beautiful clothing. Several layers are the equivolent of light armor without hampering movements. There also grows the Talian fruit, which is used many ways. The juice is used as restoratives and as a cure for most common ailments. The flesh, sweet as nectar, has the ability to heal up to medium and bad wounds. However, one can not eat too many at once or the shock of it's power will cause the heart to stop, otherwise it would be used for all wounds.

History: Living in general peace, that all changed one horrid night when ghouls attacked suddenly and decimated it's people and destroyed it's cities and most of it's crops. Ghouls were defeated by outside forces. There are seventy survivors.
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