Post by Horace on Dec 29, 2008 1:20:31 GMT -8
Note: the history is purposefully brief and bare-bones. Feel free to add history and intrigue where you see fit.
Will be updated to accomodate RP events:
Welcome to Ignus, a conflict stricken world of high fantasy!
I. Ancient History
Little is known of the First Race, save that they ruled the entire globe under one great empire. From their gleaming capitol at Centmore they subjugated and civilized the myriad races. However, after a milenia the hedonistic First Race destroyed itself and obliterated Centmore. Many sites throughout the planet remained magically tinged from the cataclysmic explosion that destroyed the empire. Thousands of years have passed and the only recollection of the First Race are some of their writings along with their maps of the world.
II. national histories
a. The Zollverien
Most of the islands homogenized voer the years and built up fiercly independent civilizations. After generations of naval conflict the master diplomat Desmark negotiated a trading union known as the Zollverien. Though precarious, the Zollverien would be a force to be reckoned with in an invasion.
b. Trans-Sibra
A confederation of city states, the Trans-Sibran nation was never very close knit. However, with the growth of Merlane and increased trade with the Zollverien, a strong Trans-Sibra is not unlikely.
c. Amythest Vale
The most ancient nation, amythest vale is also the most magically imbued. Each city only shares proximity with it's neighbors, most citizens are not interested in expansion but rather introspection
d. Diamlands
Isolated by distance and desolate wastes, the cities of the Diamlands are not united. However, with a strong Tsar in power this could change.
III. Local Histories
a1. Mergaard
Mergaard is a temperate isle mostly built over into a large walled city. In the center of the imposing city sits the Inner Keep. it is here the Executor of the Zollverien stays.
a2. Alance
Southernmost Zollverien city situated on the largest island. The city is a fortress and naval powerhouse. the eastern half of the island is covered in a premortial jungle.
a3. Jester's Passage
Names so because only a fool would dare enter this quick route to Cathalis in Trans-Sibra. Trecherous rocks and occasional deadly doldrums, along with dangerous denizens make this the most dangerous waterway in the world. However, a successful crossing could be most lucerative.
a4. Delphi
A central island in the Zollverien, Delphi has always been a center of learning and the arts. the island is mild and mountainous with the small city atop the largest peak.
b1. Zarlane
The capitol of Trans-Sibra is built on a massive oasis in the middle of the Trans-Sibran Desert that stretches across most of the continent. The Great Road across the desert converges with the northerly road to Cathalis here. The city contains the Great Bazaar in which every item imaginable can be found. In the center of the city the Sultan's Palace sits dwarfing all else.
b2. Cathalis
This is a large trade city in the North of Trans-Sibra. It sits on the Peninsula of Cathalis, which is the most fertile area in Trans-Sibra. Cathalis is remarkable for its massive sandstone architecture
b3. Urbaan
A modern marvel, this city is built on an impossible to scale plateau. Run by enigmatic inventors of immense power this city serves as the most productive weapons laboratory in the world
b4. Pyrlon
A city older even than those in Amythest Vale, Pyrlon is the nearest thing to the First Race that still exists. The denizens of Pyrlon live in the ruined outskirts of the former metropolis where the ancient sewer system still functions. Further into the city center, monsters of immense and terrible power lurk around invaluable treasures.
c1. Venetia
Located in North Amythest Vale Venetia is a city made from a glass-like magical substance called Weave. Ancient beyond record the people of Venetia are amongst the most powerful magic users in the world, though most are recluses.
c2. Lake Jadal
The largest freshwater lake in the world, Lake Jadal is the home to several underwater civilizations, as well as relics from the First Race.
c3. Sangratia
A flying city, this breath-taking citadel is made of cloud-like marble. The endless spires are tinged with divine light as they pierce the heavens. Flying races make their homes here, looking down on the ground-bound races.
c4. Kiibholm
A city made one with the forests, races close to the earth make their homes here. The southernmost city this is the most likely place for foriegners to wander into.
d1. Caer-Arcum
A snowbound capitol close to the coast this city was constructed mostly under the earth. The notable exception is the Tsar's Palace which dominates the skyline.
d2. Caer'Threshold
A more wretched hive of scum and villiany the world has never seen. An honest frontier town, booming beyond the police-force can handle Caer'Threshold is home to grizzled mercenaries and more shady races of the Diam steppes
d3. Caer'Necrul
Hidden in a small valley the dread town of Caer'Necrul is home to depraved and evil forces. A haven to the depraved, no bounty hunters or lawbringers ever dare enter this dread town. Dominated by the erie Necropolis the town contains a myriad of horrors, from cults to daemon carnivals.
d4. Caer'Ascendance
In farthest most frozen wastes of the Diamlands is Caer'Ascendance. Dilligent watchers scrutinize and protect pilgrims who seek to see the Touchstone, where life is thought to have first began.
Will be updated to accomodate RP events:
Welcome to Ignus, a conflict stricken world of high fantasy!
I. Ancient History
Little is known of the First Race, save that they ruled the entire globe under one great empire. From their gleaming capitol at Centmore they subjugated and civilized the myriad races. However, after a milenia the hedonistic First Race destroyed itself and obliterated Centmore. Many sites throughout the planet remained magically tinged from the cataclysmic explosion that destroyed the empire. Thousands of years have passed and the only recollection of the First Race are some of their writings along with their maps of the world.
II. national histories
a. The Zollverien
Most of the islands homogenized voer the years and built up fiercly independent civilizations. After generations of naval conflict the master diplomat Desmark negotiated a trading union known as the Zollverien. Though precarious, the Zollverien would be a force to be reckoned with in an invasion.
b. Trans-Sibra
A confederation of city states, the Trans-Sibran nation was never very close knit. However, with the growth of Merlane and increased trade with the Zollverien, a strong Trans-Sibra is not unlikely.
c. Amythest Vale
The most ancient nation, amythest vale is also the most magically imbued. Each city only shares proximity with it's neighbors, most citizens are not interested in expansion but rather introspection
d. Diamlands
Isolated by distance and desolate wastes, the cities of the Diamlands are not united. However, with a strong Tsar in power this could change.
III. Local Histories
a1. Mergaard
Mergaard is a temperate isle mostly built over into a large walled city. In the center of the imposing city sits the Inner Keep. it is here the Executor of the Zollverien stays.
a2. Alance
Southernmost Zollverien city situated on the largest island. The city is a fortress and naval powerhouse. the eastern half of the island is covered in a premortial jungle.
a3. Jester's Passage
Names so because only a fool would dare enter this quick route to Cathalis in Trans-Sibra. Trecherous rocks and occasional deadly doldrums, along with dangerous denizens make this the most dangerous waterway in the world. However, a successful crossing could be most lucerative.
a4. Delphi
A central island in the Zollverien, Delphi has always been a center of learning and the arts. the island is mild and mountainous with the small city atop the largest peak.
b1. Zarlane
The capitol of Trans-Sibra is built on a massive oasis in the middle of the Trans-Sibran Desert that stretches across most of the continent. The Great Road across the desert converges with the northerly road to Cathalis here. The city contains the Great Bazaar in which every item imaginable can be found. In the center of the city the Sultan's Palace sits dwarfing all else.
b2. Cathalis
This is a large trade city in the North of Trans-Sibra. It sits on the Peninsula of Cathalis, which is the most fertile area in Trans-Sibra. Cathalis is remarkable for its massive sandstone architecture
b3. Urbaan
A modern marvel, this city is built on an impossible to scale plateau. Run by enigmatic inventors of immense power this city serves as the most productive weapons laboratory in the world
b4. Pyrlon
A city older even than those in Amythest Vale, Pyrlon is the nearest thing to the First Race that still exists. The denizens of Pyrlon live in the ruined outskirts of the former metropolis where the ancient sewer system still functions. Further into the city center, monsters of immense and terrible power lurk around invaluable treasures.
c1. Venetia
Located in North Amythest Vale Venetia is a city made from a glass-like magical substance called Weave. Ancient beyond record the people of Venetia are amongst the most powerful magic users in the world, though most are recluses.
c2. Lake Jadal
The largest freshwater lake in the world, Lake Jadal is the home to several underwater civilizations, as well as relics from the First Race.
c3. Sangratia
A flying city, this breath-taking citadel is made of cloud-like marble. The endless spires are tinged with divine light as they pierce the heavens. Flying races make their homes here, looking down on the ground-bound races.
c4. Kiibholm
A city made one with the forests, races close to the earth make their homes here. The southernmost city this is the most likely place for foriegners to wander into.
d1. Caer-Arcum
A snowbound capitol close to the coast this city was constructed mostly under the earth. The notable exception is the Tsar's Palace which dominates the skyline.
d2. Caer'Threshold
A more wretched hive of scum and villiany the world has never seen. An honest frontier town, booming beyond the police-force can handle Caer'Threshold is home to grizzled mercenaries and more shady races of the Diam steppes
d3. Caer'Necrul
Hidden in a small valley the dread town of Caer'Necrul is home to depraved and evil forces. A haven to the depraved, no bounty hunters or lawbringers ever dare enter this dread town. Dominated by the erie Necropolis the town contains a myriad of horrors, from cults to daemon carnivals.
d4. Caer'Ascendance
In farthest most frozen wastes of the Diamlands is Caer'Ascendance. Dilligent watchers scrutinize and protect pilgrims who seek to see the Touchstone, where life is thought to have first began.