[DoC] The Depths of Cetlicca and Other Adventures in Fiphus
Feb 3, 2018 14:27:40 GMT -6
Post by Burger Warrior on Feb 3, 2018 14:27:40 GMT -6
Alright, it's been a while, so... got around to remodeling things a bit. And finally renaming the world (because let's be honest, I don't need an egobooster like Burgerverse guys): Fiphus. This world, while parallel to the base Golorian setting in many ways, also sets itself apart in (sometimes subtle) manners, such as the views on species like vampires and the general alignment restrictions surrounding Outsiders.
Realms of Fiphus
A land-mass is often needed for a kingdom to be built... but not always
Aelix
The 'west' of the world of Fiphus
accredited: Burgs
Aelix is home to both many of the more advanced civilizations of Fiphus - or can arguably lay claim to spawning them in one way or another, as is the case with island peoples such as the Forge - and many untamed and borderline primeval societies. Centrally marked by the presence of the nation-metropolis Cetlicca, Aelix contains many regions of varying diplomatic stance, military power, and technological level.
Tsan
The 'east' of the world of Fiphus
accredited to: Richie
Also known as 'The Old World', what Tsan may lack in overseas expansionism and technological prowess the continent easily boasts in depth of history.
Otren
The lands down under
accredited to: Salty
Little is known of this place.
The Forge
Home of the machine-men - the Ironborn
Forged by the machinations of the corrupted celestial Shiva, the Forge has risen from its original dark purpose... but some of its people still cling to that dark past with fanatic fervor.
Notable Regions of Fiphus
Within the continents like vast territories, larger than many kingdoms
Alicia
Where men, elves, and dwarves may never find peace
accredited to: Mirage
A distant realm compared to the rest of civilization, laying on the far northern end of Aelix - far beyond the shining walls of Cetlicca and the Wild Northern expanses. Here, the Gydwen Dominion, Valdorma, and Kosland engage in wars that last for many decades at a time. So disconnected is this region that the gods they worship appear far differently here than anywhere else.
The Ashmer Expanse (The Wild North)
A bastion against civilization, where jotunnar and dragons carve territories out of the permafrost
accredited to: Cory
A general term for the wild realms to the north of Aelix's more civilized realms and just south of Alicia, the Ashmer Expanse (frequently called the 'Wild North' by many of its native inhabitants) has remained free of the shackles of law for untold millennia. Many roaming tribes of jotunnar, solitary taninim and dragons, proud minotaurs, and other beings of great physical or magical prowess who refuse the yoke of 'lesser beings' carve out their territories here, often having to regularly fight off others to hold onto their domains.
Rutania
The idyllic paradise for those who enjoy the thought of never quite getting soil out of their boots
accredited to: Dood
Rutania lies south and to the east of the mighty city-metropolis Cetlicca, resting at the edge of the Nacyl Ivory Woods. It is a pleasant region to look upon, dominated by plains and farms dotted with pleasant little villages and watched over by the Paladin Order of St. Hester and the various duchies who lay claim to the provinces within the region. Many people look upon it as an ideal place to retire after their strenuous lives eking out a living elsewhere, though usually not realizing life in Rutania requires a certain level of manual labor to continue being such a beautiful place to stay.
Within five years of the infamous Tragedy of Cetlicca, numerous Cetliccan settlements have cropped up around the western reaches of the region; several actually continue to grow into proper towns.
Shontor
A mysterious, dangerous region for those who do not have the blood of cyclopes or orcs or other such monsters in their veins
Just north of Rutania, and hugging the coast like its southern cousin, Shontor is a fair-sized, dangerous, and mysterious region that has largely been considered too much effort to tame. Rife with orcs, goblins, bugbears, worgs, and other such monsters, it's a perilous region only considered worthwhile to investigate due to the ancient cyclopean ruins that dot the wild landscape.
Nations of Fiphus
For when just separating by region isn't enough
Cetlicca
Considered the center of the world by its occupants... and seldom so by anyone else
Cetlicca is a nation-metropolis more-or-less in the center of the continent of Aelix. Its origins remain surprisingly mysterious, considering many of the sharpest minds on the continent either dwell here or make regular journeys to the city. This may be partly due to the segmented nature of the city, which leaves only a few complacent beings rest in the Center of it all where they can easily access the knowledge that would probably uncover many a long-lost answer. However, relatively few are allowed entry for one reason or another, particularly since many end up going missing on the way there as they journey through the aptly-named and particularly dangerous Maze. Furthermore, before they even get that far, one has to navigate the rather shabby Outer City district and its vast markets and sprawling neighborhoods. Suffice to say, it takes a particular kind of person to really make a living in Cetlicca, the type who finds it hard to get anything done anywhere else.
Transhylna
Shielded by mountains as well as mountains of paperwork, the nation of the undead has a... somewhat precarious existence.
To most on the continent of Aelix, the stories of good-willed vampires are commonplace and it is genuinely difficult to find information that paints these blood-sucking beasts in a negative light... outside of a few religious groups' efforts such as the Dawnflower cult of Mortvania and the occasional rogue vampire's rampage. The small nation of Transhylna, lying a few miles north and to the west of Cetlicca, is the reason for this general positive light on the undead. On the surface, this idyllic land is home to many humans who work the fields and mines owned by their vampire (and other undead, such as the occasional wight) lords and occasionally pay fealty by non-lethal blood sacrifice. Underneath these veneer of peaceful co-existence, however, is a spiraling pit of cloak-and-dagger politics as the noble houses of Transhylna constantly wage invisible war against each other to gain total domination of the land.
Assorted vampire hunters are actually commonly rewarded and held in high regard in Transhylnan society. As mentioned prior, the occasional vampire may decide to cast aside all pretense of goodness and begin feeding recklessly - and often lethally. In these dire times, the Transhylnan nobility reaches out to skilled bounty hunters and mercenaries to handle the problem: those who return with the head of their target are granted titles and land... if they also accept becoming Moroi themselves. Those who make this choice are more likely to mix their blood with mortals, so most dhampir native to Transhylna retain a knack for hunting full-blooded vampires.
Of these noble houses, the house Karavaar in particular is known to wield most of Transhylna's military might. Largely a family of Vanguard Moroi, the scions of the Karavaar are mighty warriors bound by strict codes of honor to protect the whole of the nation. While they, their spawn, and their other servants rarely have the subtlety to perform detective work, the Karavaar hold heavy sway over the city guards of Transhylna as well as keeping a large standing army of mercenaries, undead, and the occasional construct to protect against foreign invasion.
Realms of Fiphus
A land-mass is often needed for a kingdom to be built... but not always
Aelix
The 'west' of the world of Fiphus
accredited: Burgs
Aelix is home to both many of the more advanced civilizations of Fiphus - or can arguably lay claim to spawning them in one way or another, as is the case with island peoples such as the Forge - and many untamed and borderline primeval societies. Centrally marked by the presence of the nation-metropolis Cetlicca, Aelix contains many regions of varying diplomatic stance, military power, and technological level.
Tsan
The 'east' of the world of Fiphus
accredited to: Richie
Also known as 'The Old World', what Tsan may lack in overseas expansionism and technological prowess the continent easily boasts in depth of history.
Otren
The lands down under
accredited to: Salty
Little is known of this place.
The Forge
Home of the machine-men - the Ironborn
Forged by the machinations of the corrupted celestial Shiva, the Forge has risen from its original dark purpose... but some of its people still cling to that dark past with fanatic fervor.
Notable Regions of Fiphus
Within the continents like vast territories, larger than many kingdoms
Alicia
Where men, elves, and dwarves may never find peace
accredited to: Mirage
A distant realm compared to the rest of civilization, laying on the far northern end of Aelix - far beyond the shining walls of Cetlicca and the Wild Northern expanses. Here, the Gydwen Dominion, Valdorma, and Kosland engage in wars that last for many decades at a time. So disconnected is this region that the gods they worship appear far differently here than anywhere else.
The Ashmer Expanse (The Wild North)
A bastion against civilization, where jotunnar and dragons carve territories out of the permafrost
accredited to: Cory
A general term for the wild realms to the north of Aelix's more civilized realms and just south of Alicia, the Ashmer Expanse (frequently called the 'Wild North' by many of its native inhabitants) has remained free of the shackles of law for untold millennia. Many roaming tribes of jotunnar, solitary taninim and dragons, proud minotaurs, and other beings of great physical or magical prowess who refuse the yoke of 'lesser beings' carve out their territories here, often having to regularly fight off others to hold onto their domains.
Rutania
The idyllic paradise for those who enjoy the thought of never quite getting soil out of their boots
accredited to: Dood
Rutania lies south and to the east of the mighty city-metropolis Cetlicca, resting at the edge of the Nacyl Ivory Woods. It is a pleasant region to look upon, dominated by plains and farms dotted with pleasant little villages and watched over by the Paladin Order of St. Hester and the various duchies who lay claim to the provinces within the region. Many people look upon it as an ideal place to retire after their strenuous lives eking out a living elsewhere, though usually not realizing life in Rutania requires a certain level of manual labor to continue being such a beautiful place to stay.
Within five years of the infamous Tragedy of Cetlicca, numerous Cetliccan settlements have cropped up around the western reaches of the region; several actually continue to grow into proper towns.
Shontor
A mysterious, dangerous region for those who do not have the blood of cyclopes or orcs or other such monsters in their veins
Just north of Rutania, and hugging the coast like its southern cousin, Shontor is a fair-sized, dangerous, and mysterious region that has largely been considered too much effort to tame. Rife with orcs, goblins, bugbears, worgs, and other such monsters, it's a perilous region only considered worthwhile to investigate due to the ancient cyclopean ruins that dot the wild landscape.
Nations of Fiphus
For when just separating by region isn't enough
Cetlicca
Considered the center of the world by its occupants... and seldom so by anyone else
Cetlicca is a nation-metropolis more-or-less in the center of the continent of Aelix. Its origins remain surprisingly mysterious, considering many of the sharpest minds on the continent either dwell here or make regular journeys to the city. This may be partly due to the segmented nature of the city, which leaves only a few complacent beings rest in the Center of it all where they can easily access the knowledge that would probably uncover many a long-lost answer. However, relatively few are allowed entry for one reason or another, particularly since many end up going missing on the way there as they journey through the aptly-named and particularly dangerous Maze. Furthermore, before they even get that far, one has to navigate the rather shabby Outer City district and its vast markets and sprawling neighborhoods. Suffice to say, it takes a particular kind of person to really make a living in Cetlicca, the type who finds it hard to get anything done anywhere else.
Transhylna
Shielded by mountains as well as mountains of paperwork, the nation of the undead has a... somewhat precarious existence.
To most on the continent of Aelix, the stories of good-willed vampires are commonplace and it is genuinely difficult to find information that paints these blood-sucking beasts in a negative light... outside of a few religious groups' efforts such as the Dawnflower cult of Mortvania and the occasional rogue vampire's rampage. The small nation of Transhylna, lying a few miles north and to the west of Cetlicca, is the reason for this general positive light on the undead. On the surface, this idyllic land is home to many humans who work the fields and mines owned by their vampire (and other undead, such as the occasional wight) lords and occasionally pay fealty by non-lethal blood sacrifice. Underneath these veneer of peaceful co-existence, however, is a spiraling pit of cloak-and-dagger politics as the noble houses of Transhylna constantly wage invisible war against each other to gain total domination of the land.
Assorted vampire hunters are actually commonly rewarded and held in high regard in Transhylnan society. As mentioned prior, the occasional vampire may decide to cast aside all pretense of goodness and begin feeding recklessly - and often lethally. In these dire times, the Transhylnan nobility reaches out to skilled bounty hunters and mercenaries to handle the problem: those who return with the head of their target are granted titles and land... if they also accept becoming Moroi themselves. Those who make this choice are more likely to mix their blood with mortals, so most dhampir native to Transhylna retain a knack for hunting full-blooded vampires.
Of these noble houses, the house Karavaar in particular is known to wield most of Transhylna's military might. Largely a family of Vanguard Moroi, the scions of the Karavaar are mighty warriors bound by strict codes of honor to protect the whole of the nation. While they, their spawn, and their other servants rarely have the subtlety to perform detective work, the Karavaar hold heavy sway over the city guards of Transhylna as well as keeping a large standing army of mercenaries, undead, and the occasional construct to protect against foreign invasion.