Difference between revisions of "Of Amor, Armor, and Alchemy"

From benscondo.wiki-rpg.com
Jump to: navigation, search
m
 
(11 intermediate revisions by 5 users not shown)
Line 3: Line 3:
 
'''Amora''':  3 large island continents, which circumscribe a large internal sea, which is in turn peppered by a large number of small islands.  The northern continent is primarily temperate, becoming ever more mountainous and cold as one heads farther north.  The northeastern edge is, however, flat, and tundra-like.  The Eastern Continent is primarily grassland and savannah, with some mountainous terrain and some forests and marshland.  The Southern continent contains all manner of environments, notably a vast and extensive rainforest/jungle.  <br>
 
'''Amora''':  3 large island continents, which circumscribe a large internal sea, which is in turn peppered by a large number of small islands.  The northern continent is primarily temperate, becoming ever more mountainous and cold as one heads farther north.  The northeastern edge is, however, flat, and tundra-like.  The Eastern Continent is primarily grassland and savannah, with some mountainous terrain and some forests and marshland.  The Southern continent contains all manner of environments, notably a vast and extensive rainforest/jungle.  <br>
  
'''Races''':<br>
+
[[The Auspice of the Forge]]
  
Humans:  One of the dominant races.  They are heavily represented in "The Puzzle" or "The Pot" as the inner hodgepodge of islands are sometimes called.  They are also represented in the powerful empire of Kartago on the southern continent, the Kingdom of Arthuria on the northern continent, and a few other big states I havne't come up with yet.  <br>
+
[[The Pantheon]]
  
Dwarves:  Norse in the extreeemeeee.  The dwarves are the greatest craftsmen in Amora.  They are the only creatures capable of producing magic items (other than by attunement).  Their value system revolves around being storied, and around material wealth.  They love to drink, to fight, and to make.  They are active raiders, quick to anger and take offense, and hold a grudge for a very long time.  Of course, they are also fiercely loyal, brave, and incredible craftsmen.  <br>
+
[[The Races]]
  
Elves:  The youngest (gasp!) of the races.  Elves were created, or so the Fae claim, by Faeries as their servants and slaves.  Of course, there are a decent number of elves, and there aren't very many faeries, so lots of people doubt this.  Elves exist in several "varieties", notably wood elves, Sea Elves (the dominant racial subtype), blood elves, and stone elves.  <br>
+
[[OAAAA Character Creation]]
  
Orcs:  Not necessarily evil, but with a value system similar to the dwarven system, just with a more cunning/violent/aggressive side to it.  Their social structure, style, and honor system approximates 16th century Japan.  In terms of battle, they are riders and nomadic raiders who are most prominent on the grasslands of the eastern continent.  They WILL be available as PCs.<br>
+
[[Character Concepts]]
  
Faeries:  Rare and enigmatic, the fae are magical creatures and the oldest race, having been created by the Young Gods as their messengers, servants, and playthings at the beginning of the first age.  <br>
+
[[OAAAA Magic]]
  
Imadigo: Egyptian style cat people.  A very strong caste system.  Have taken a very serious beating from marauding orcs, since they are centered on the eastern continent.<br>
+
[[OAAAA items]]
  
BEN:  there will be other races, maybe 3-5 more.  I haven't put them up yet, but if you have strong preferences, put those in the "talk" section.
+
[[Game Systems/Mechanics]]
  
BEN: last entry before this game goes live, just so I don't forget.
+
[[Politics/History]]
  
Other races:
+
[[Persons of Note]]
  
Bouans:  Minotaurs.  Generally well liked and well disseminated, their one empire was recently crushed/enslaved by a dictatorial human empire in the eastern part of the northern continent.
+
[[The Clocktower]]
  
Saurians:  Lizard People.  Expert Agriculturalists and Generally the most peaceful race.  They utilize large, varied insectoids, some of which are hive-creatures, as beasts of burden in a highly symbiotic relationship, as well as the major element of their defense strategy (they don't really make offensive war).  Strictly vegetarian.
+
[[Island Culture]]
  
Elementals:  Another magical race like faeries.  They make their settlements near places of magical power and are widely disseminated.  They have a small kingdom on the northern and southern continents, respectively, but are otherwise found in small, closely knit groups.  They have no spell casters, but live off of magical energy.
+
[[The Natural World]]
  
Angelions: daemons or angels, essentially.  The rarest of the "half breed" races, formed from the union of fae and elemental.  Typically loners and not really a political force.
+
[[Beyond Amora]]
  
More in a couple of months!
+
[[The Story]]
 +
 
 +
[[OAAAA Recap]]
 +
 
 +
[[Plans to Kill Oryxis]]
 +
 
 +
 
 +
''Current OAAAA XP: 75 base + 370 XP; Followers: 18 XP'' (current as of 12/11/09)

Latest revision as of 12:28, 13 April 2010

The World

Amora: 3 large island continents, which circumscribe a large internal sea, which is in turn peppered by a large number of small islands. The northern continent is primarily temperate, becoming ever more mountainous and cold as one heads farther north. The northeastern edge is, however, flat, and tundra-like. The Eastern Continent is primarily grassland and savannah, with some mountainous terrain and some forests and marshland. The Southern continent contains all manner of environments, notably a vast and extensive rainforest/jungle.

The Auspice of the Forge

The Pantheon

The Races

OAAAA Character Creation

Character Concepts

OAAAA Magic

OAAAA items

Game Systems/Mechanics

Politics/History

Persons of Note

The Clocktower

Island Culture

The Natural World

Beyond Amora

The Story

OAAAA Recap

Plans to Kill Oryxis


Current OAAAA XP: 75 base + 370 XP; Followers: 18 XP (current as of 12/11/09)