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Re: Important! Facts of The Continent / Help with Stories.


The following post contains additional info pertaining to the Everledden Lifetree and the Mothertrees within Everledden:

Sometimes its frustrating when people ask a simple question like "How long does ___ take?" or "What's a Lifetree?" because the answer can be so simple, or Daeris and I can ramble about the endless things we've discussed about these topics. These questions will be answered in due time with many stories in the process of being wrote before next Ragnarok.

In the meantime, I want everyone to understand something. Yes, the Council officially dictates raw facts of The Continent, that is only to maintain a sense of continuity. We do want this to be everyone's story, and we want it to not necessarily be everyone's world, but we want you all to be able to add your little bits to it.

That being said, I hope you understand that our reluctance to finalize and write story atop story is for more of a reason than us not having time hanging out of our butts. Daeris and I were just discussing how we feel it's important that not all the stories are documented, because The Continent is still going through minor changes. These changes are best adressed theoretically, and often spawn new ideas. So, we're suggesting that for the next year or so The Continent will experience its final bits of theorizing before it is finally written. So, if you have ideas, definately e-mail them to Daeris or myself ASAP. mithrisoferyndor@yahoo.com folks.

As for the Lifetree, it is just as Daeris said, a Lifetree. A single tree that is obviously unique and holds rich energy within. Other trees are mentioned in Everledden, like mothertrees. These are uniquely aged and massive trees that are usually used for shelters. So where to Lifetrees and mothertrees come from? Exactly. The Continent is a world of fantasy, and although our characters may respond to that fantasy realistically, not everyone has the answers. Maybe those trees are actually the 'fingers' of Gaia (the Earth's mind) and have a more direct connection with surrounding wildlife? These answers may be answered, and they may not. But it is important that you all ask these questions. Oh Maetaure, you might want to know that one side of the Lifetree is significantly scarred and withered from a decade ago. There are probably even bite marks from Black Orcs that could be seen on the trunk.

If you do have a more personal question about The Continent or your character, it's usually more productive if I can respond to you personally. Honestly, feel free to contact me Eryndorrim. mithrisoferyndor@yahoo.com yo.

Peace in the east, crusaders.

-Mithris-

Last edited by daerisoferyndor, 12/9/2005, 11:40 pm
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Re: Important! Facts of The Continent / Help with Stories.


The following post contains some basic "rules" that are currently applied to our world:

This got me thinking.

Yes, there are many definitions and clarifications that people are clamoring for about The Continent... but the reality is we'll never be abel to answer eveything in a timely fashion nor would we want to answer EVREYTHING... this is all of our story, we all have ownership of it... and sometimes things that remain a slight mysetery are fun and add to the word-of-mouth storytelling about our Continent.

However, instead of getting the down-and-dirty details about everyhting about the Continent... I think one thing the Council can get to you is "rules" about the continent. Broad, general, rules-of-thumb that allow you to udnerstand the conceptualization of the Continent and the people therin. Thus, when you begin to think about the treks of the Crusdae, of of your own stories, you will start for a good reference point!

For example... here are a few "Rules of the Continent" that I DO know:

1. Magic is HARD and RARE.

Mages generally don't eixst in this era of the Continent, as its simply too impractical. One of the examples we always use is, in our Continent, a human may study for AGES on Magiks... and be educated in the finest fashion. After years and years of grueling study, they may FINALLY be able to one cast spells like hurling small fireballs at enemies... but even this task would wear them down quickly (a skilled warrior with proper armor and tactics could still overcome a single mage like the one I described above). Most of the "magic users" in our storyline are actually just experts in their field. For example, Un'Trak, an Orc Shaman of the highest order (and he's hundreds of years old) has very little pure magic capability, despite his skill. His "curses" are 90% skilled use of herbs and medicines... 10% infusion of traces of dark energies. The bloodlust and rage he inbues into bands of warriors is part hallucegen face paint and part skilled rhythmic chanting that awakens the darken side of ones personality. No magic about it.

Another example would be Athron, myself. He is the last of the line of Paladins... the true channelers of Light. He is attuned to this mystical and powerful force as well as anyone currently on the Continent... despite this, he has only begun to manifest *slight* healing properties. For example, he can take someone who is out of energy and channel some Light into them. For them, it would feel like the equivalent of a 30-minute power nap, a cool glass of water, and a small meal. And even then, Athron has little control of when this ability will manifest, and it takes a LOT of energy out of him to use it (he needs a nap himself!).

2. Most magical monsters that do exist are of an elemental form. There are rare beasts that still hover from the ages of old. Whether born of magic or other means (or whether they've always just been here) is unknown to us in this Continent, but they tend to be manifestations of elements... perhaps a rock golem, maybe a water spirit in a lake, etc.

3. We know little of the Old era of the Continent... but much is a mystery... and there was lots of crazy stuff going on.

4. There ARE lands beyond our Continent. We do know there is some other land mass with a east asian-type culture (see: Yakamo, Krim). There is very, very, very little interaction between these various land masses. For intents and purposes, most people of the Contient have no idea anything else exists.

5. The far West of the Continent has lots of mysteries... many to do with the times of old.

6. The middle of the Contient is by far the most cultured, organized, structured, etc. Organized road systems, agriculture, relatively stable political systems are here. Yay for Hithdor.


More to come gang.

Last edited by daerisoferyndor, 12/9/2005, 11:44 pm


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Re: Important! Facts of The Continent / Help with Stories.


The following post contains likely information regarding the green-skinned Wood Orcs of The Continent:

7. Oh, here's another one: Greenskin Orcs are generally *not* evil. The overwhelming amount of Greenskins left are from the Fuin tribe, a tribal, but cultured, group of orcs residing in the Fuintaur forest. Although certainly quick to fight, and ferocious in battle, this tribe is not inherently evil... if anything their tribal leaders embrace the notion of harmony and peace above all else... so long as no one else dares intrude upon their lands or culture. For anyone who has any Trekkie in them at all... think of them as similar to the Klingon race in Star Trek: The Next Generation.

The Fuin tribe would be much more likely to align themselves with the Crusade than with any dark forces... and I would not be surprised if the Crusade finds the Fuin tribe as temporary allies in the future.


Then again, there ARE small tribes/bands of ferocious greenskins... they are closer to evil than good. And, of course, there is also the occult Un'Trak the Betrayer has started... a religion for greenskins who worship Black Orcs as the "perfect" form of Orc. Clearly, Un'Trak and his religous followers are indirectly followers of Maegemarth's dark heart.

Last edited by daerisoferyndor, 12/11/2005, 9:55 pm


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Re: Important! Facts of The Continent / Help with Stories.


Two quick questions: What were major trade routes between big cities about a decade ago and what geographic location is most similar to the orient of the real world?
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Re: Important! Facts of The Continent / Help with Stories.


The following post contains answers regarding the far away land which is Oriental in nature, and the popular trade routes between large cities about a decade ago:

Quick answer to second question - there is nowhere on The Continent similar to the orient as we know it.

HOWEVER, there is some land far away, beyond the immediate oceans that is similar to the orient... Yakamo and Krim are from there.

--------------------------------------------

DAERIS HERE:


The Orient?

Athron is correct, Krim and Yakamo are from some far away land (another Continent perhaps) that resembles the orient. Most people of The Continent we reside on have no knowledge of this land, for they haven't met anyone from it, and most don't care to think about what is beyond our lands.


Trade Routes a Decade Ago?


For Hithdor:

1. Between Hithdor and Duindor would have been the Tradewind Freepass. This route still remains the most traveled trade route between the two largest Man cities today. Hithdor soldiers most likely patrol this route, so thievery would be rare.

2. From Hithdor to Eredhel would have been the Fellowship Freepass. Today this trade route is still open, but much less used due to the recent fall of the Kingdom of Eredhel. If goods were of a private nature, the path through the Pale Mountains could be a rugged alternative.

3. From Hithdor to Anywhere else (I.E. Belegar) would have most likely cosisted of a shipping route. Ships would most likely depart from the port town Callen and head East towards the Silivren Ocean. From there they would have taken the most direct route to whatever their destination would have been. This still remains a heavy means of trade, but Belegar of course is cut off of civilized trade since the rise of Maegamarth. The Cirion would prey on merchant ships, but if the goods were secured by a Hithdorian Warship, it would take the best Cirion Captain in the world to even attempt to pirate those goods.


For Duindor:

1. Between Duindor and Hithdor would have been the Tradewind Freepass. This route still remains the most traveled trade route between the two largest Man cities today. Hithdor soldiers most likely patrol this route, so thievery would be rare. Goods coming from Duindor could possibly have assassins, or mercenaries providing heavy security as well.

2. Between Duindor and Gohithica would have been many river boats traveling the Western-most expanse of the Duin River. This still remains active as well, but Cirion vessels are always about preying on the less secure merchant boats.

3. Duindor Ships could access the northern Ocean (I'm actually not sure if this would be the Brass Ocean or the Silivren) by sailing due north along the Valla River. Duindor Ships could access the Brass Ocean by sailing along the Duin River past the gamblers city of Gohithica. Shiping still remains a viable means of trade for Duindor.


For Belegar:

NOTE: Just over 10 years ago in 3955 was when all trade to or from Belegar was cut off, due to the sightings of the mysterious Black Orcs. Not to mention the thick and dark fog that engulfs the region, probably making sailing to Belfalas impossible.

1. Most trade routes from Belegar would have been shipping routes through the port city of Belfalas. From here they could sail to the desert city Galadia rather quickly, they could send ships to Callen, the port town of Hithdor, and it wouldn't have been to difficult to reach Gohithica or Duindor via sailing either. Belegar military was comparable in strength to that of the Hitdorian military, so any Cirion vessels trying to overtake the ships of Belegar were either suicidal, or very, very experienced.

2. Belegar and Eredhel had some trading as well, and the fastest route would have been to take the Belegar Freepass West to the Fellowship Freepass and then North until you reached the Elvish Kingdom.


For Galadia:

1. As a desert port city, 99.9% of trade to and from this city is by boating routes. By sailing North, Galadian ships could reach Gohithica, and then sailing inwards along the Duin River to reach Duindor. By sailing East, Galadian ships could reach Belegar rather quickly. Galadia doesn't have a government like Belegar or Hithdor did, so all the ships FROM Galadia would most likely be individual merchant ships. This means that the Oceans down here would be like gold mines for the Cirion, as they had plenty of ships to target, most likely none of them having adequete protection to hold off a strong Cirion attack.

2. There are caravans of very, very experienced desert mercenaries that can cross the vast Parparth. Personally, I think that any goods that took this route were very secret in nature, and they couldn't afford to be taken in a possible siege by the Cirion. Besides the scorching heat, sandstorms, and absence of water, another threat would be the mysterious race of Sleethen that stalk the sands.


For Dugwaur:

1. Any trade that came from here would most likely have been ships sailing directly to Bubar, or the port town for Hithdor, named Callen.


Hope all that helps!

Daeris

Last edited by daerisoferyndor, 1/9/2006, 8:27 pm


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Re: Important! Facts of The Continent / Help with Stories.


Nekrefiel,

Didn't even realize I was doing it, but I added the likely trade route answers to Athron's post above.

Daeris
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Re: Important! Facts of The Continent / Help with Stories.


That was very imformative. What I needed to know and then some. Thanks for the speedy reply too. See you Saturday.
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Re: Important! Facts of The Continent / Help with Stories.


A post transferred into here because it is better suiting in here. The original post is from Zafthan:

quote:

Zafthan wrote:

Working on Kaliyah's story and we have a question that is crucial to forming the main plot. What are the different places that elves are from? We know about Edheliu but figure it would be unlikely that she would come from there because they are isolationists. If Edheliu is where she is from then we would need a reason why she would leave when the majority of the elves there would not. We do not have much of a story yet but we do know that she ends up in Hithdor and is there for a year before joining the crusade.



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Re: Important! Facts of The Continent / Help with Stories.


from what I was told, Elves live in their walled island place, and that they once lived on the Continent with the rest of the humans, then left, kinda like in LOTR

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Re: Important! Facts of The Continent / Help with Stories.


While relatively few in number, Elves still live in the Continent's elven capitol of Eredhel. The Elves of the continent are not necassarily all found there though, for example various elves were banished from the city and now can be found elsewhere. Randir wanders the continent, Riavorn is believed to live in the desert city of Galadia, and Riacura now dwells (correct me if I'm wrong, council) in Hithdor. There is no reason why elves could not have set up very small settlements elsewhere. I think Daeris mentioned something to me a while back about some kind of "snow elves".

---
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After a thousand years of oppression
Let the berserks rise again
Let the world hear these words once more:
"Save us, oh lord, from the wrath of the Norseman"
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