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Babaloo
RDI Fixture
Karma: 19/23
1099 Posts


Great War Q&A

Questions? Gotcha covered...

A Breif History of Aalon:

It is commonly agreed upon by teh majority of scholars that the first race to set foot upon Aalon was that of the Dragons. It is believed they grew up and evolved on Aalon and are the only natural inhabitant of the continent. They left their mark with many of the larger cities we see today. Rhoste Citello, or Ruby City, is the finest example of Draconis Architecture.

Several hundred thousand years after the peak of Draconic society, it believed both the elves and Dwarves found their way to Aalon by similar means. An outcast clan out Dwarves had set sail from their native home of Torhk' I' Kaalh and landed on Aalon some millenia ago. By the same token, a seafaring tribe of Elven warriors and architects made land on the southern reaches of Aalon. Both societies went some time belieiving they were the continents only species until they encountered both each other and the ancient architecture of the Dragons. Those few Dragons that were left, as Dragons are immortal by regular means, were hunted and slain by Dwarven and Elven glory seekers, and the Dragons were believed to have fallen into extinction.

The Dwarven and Elven societies flourished, until both groups were engaged in a bitter twelve year war that nearly crippled both empires. By a token of fate, it was at this time Humans made their arrival upon Aalon. Taking swift advantage of the weak Elven and Dwarven nations, they concquered both with ease and created the Pan Continental Rynnlan Empire. Soon there was infighting, and the empire split into three countries. One, Aalere, was composed mainly of the Western Societies. The second, Canthos, was composed of northern societies, and the fractured empire of Rynnla remained in control of the south.

The countries battled in a seventy year conflict that left the empire scatttered and crippled. All three nations had battled amongst each other for control of the continent, and the war had left them ehausted of all resources. The war died down, and soon six seperate countries defined themselves. These are six countries we know today.

History has no record of the arrival of Orcish society unpon Aalon, but we suspect they arrived shortly arter the Dwarven and Elven Empires fell. However, their numbers were not sufficiant enough to form a threat to either cumbling superpower.

It is also generally agreed upon that vampires, werewolves, Arch Angels and Demons came along mixed in with the masses of human colonists, however we cannot be sure.

To this day, the human kingdoms still exert control over Aalon, and many wonder when, if at all, that order will crumble.



Posted on 2009-05-26 at 13:30:50.

Babaloo
RDI Fixture
Karma: 19/23
1099 Posts


A little more about Aalon. Let do the countires in depth this time.

ELEVERA KINGDOM: (Eh-Luh-Veer-Uh)

The Elevera Kingdom is the oldest Kingdom in Aalon, and it houses the third and second largest cities. The Elevera Kingdom occupies the Great Wood, a massive old growth forest that covers the entire south-eastern portion of Aalon. It is believed the Nature God Nazarath (Na-zuh-rath) planted each tree and fern with care, thus causing the Eleverans to worship Nazarath as their primary diety. Eleverans, much unlike their Burvan counterparts, are rather quick to make decisions, but not so keen on battle.

Eleverans embrace change, going with the philosphy of ever changing nature. They are always welcoming new ideas and inventions, and many of Aalons smartest scholars hail from Eleveras wooded boarders.

Emeras Citello: (Eh-mer-rus) (Si-te-low) Translated to Emerald City, Emeras Citello is a megatropolis that dominates a large island to the east of the mainland. Emerald City is rightly named because of the overhwelming presence of the color green. The water is a rich emerald green, the island is a forest itself, and even the cities building and castle are a green hue. Emerald Castle is the primary seat of power. The glorious structure glows at the top of the island, up a steep hill from the city proper. Emeras Island has a large bay where the Royal Fleet is housed.

Haycarjac: (Hey-car-jase) Haycarjac is the third largest city in Aalon, just under Emeras Citello. It is Aalon's primary port and trading hub. Countless merchant ships are docked at the harbor at all times, bringing and taking goods. The city is laid out in a unique U shape. The bottom of the U touches the sea. In the center of the U is a large open feild used for the largest swap meet in Aalon. Absolutley anything and everything from the magical to the mundane can be bought at the swap meet, which takes place during the Autum months. Its runs all Autum, celebrating the Eleveran holiday of Hasharune (Hash-uh-rune).

Ortel: (Ore-tell) A small fishing center just south of Haycarjac along the Eleveran coatline. This city houses the second largest temple to Nazarath in Aalon. It is also Aalon's cheif export of Swift Fish and Thorned Crab.

Ygarv: (Garve) A small village along the banks of the Vala Rivers sounthern tributary. Ygarv is a popular tourist attarction because of its famous inn and pub. The Greenfist inn is home to worlds most intoxicating mead, guaranteed to incapciate you in just one round. No-one knows the secret, but the pub is often filled with drunken morons and is prone to violent bar fights often ending in several deaths.

Debralia: (Deh-brawl-yuh) Debralia is home to the largest acdemy for the arts and learnings in Aalon. Brilliant scholars and artists hail from this city. Aside from the academy the town is rather unextrodinary.


BURVA KINGDOM (Ber-vuh)

Burvan legend says that the great Jala Mts.(Jah-lah) in which the heart of the country is settled were carved out of the very bedrock by the Earth God, Goranzulus (Gore-ran-zoo-lus). This legend led the Burvans to worship this God as their primary diety. The Burvans are strong users of the Earth Magics, and more advanced Earth Mages can bend the earth that they use into metals and alloys. Burvans are an extremely slow bunch to re-act. One of the causes of this is the philosphy of Earth Magic. Earth has a "resiliant" energy, but also exudes a "slow" energy. This makes the Burvans somewhat slow to re-act to world events.

Burvans are strong on tradition, and don't conform to new environments and behaviors well. A famous Burvan warrior tradition still stands to this day, and has been adopted by several other countries. When a warrior is wounded in battle, he cuts his hair, signifying trauma, as most Burvans have very long hair. And blood or scratches on his armor or weapons are to be left for ten days. This tradition pays tribute to the Earth God Goranzulus for sparing the warriors life.

Most Burvans are mighty weilders of the axe, but several Burvan warrior castes weild swords and lances with great efficiancy. A Burvan weilding a bow is almost unheard of, as they find the prospect of killing a foe who has no chance to fight back cowardice. This leads the majority of Burvans to a great hatred to the Elevera Kingdom (Eh-luh-veer-uh), as the primary weapons for this country are long range.

Nivor: (Nye-voor) Nivor is the Burvan capital city. It is the fourth largest city in Aalon. It sits in the heart of the Jala Mts. and impregnible naturl barrier. As if the Mountains were not enough, the city is encircled by five walls of increasing thickness as one nears the city. The city has never been invaded, captured, or gotten anywhere near of by any army, ever.

Esherilia: (Esh-er-ril-le-uh) A small city in the northern Jalas that serves as a trading route between Burva and the two countires north of it. The city has only been occupied once, but was swiftly retaken by the Burvan Army. An extensive sercret tennel system leads to Nivor from this city.

Kichika: (Ki-chee-kuh) A city much like Esherilia in the southern Jalas. It serves a trade city for the three countires below the Burva Kingdom. It has been occupied twice, and only once was it forcebly retaken.

Ruanor: (Roo-uh-nore) This city sits just outside the Jala Mts. on the western side. It dominates the pass between the Jala and Brigar (Bry-Gar) Mts. It is a stronghold much like Nivor, outfitted with two keeps and a large moat around the cities outer wall.

Orvar: (Ore-Var) Just north of Ruanor, Orvar sits on the boarder between the Ruanor Pass and the great tundra above it. It is home to countless Earth Mages, and houses the largest school of Earth magic in Aalon.


HMERAL KINGDOM: (Mare-ull)

The Hmeralian idea that their country was carved out by the mighty ice diety Intangu (In-ton-goo) led them to practice the ways of Ice magic. The Hmeralins are a diplomatic people, fearing conflict because of their lack of natural resources and major settlements. Three of their four cities lay in the heart of the tundra. When they are forced into battle, the Hmeralian Army is no pushover however. Due to its reletivley small size, they have mastered hit and run tactics, as well as using terrain to their advantage. This is the reason they have fared so well against hostile countries. Surprisingly they have the largest country. It spans over 3/4 of the tundra and encoumpases the whole of the Brigar Mts.

The Hmeralian government depends on foreign imports from its warmer cousins to sustain is populace,making it's greatest weakness a blockade of any of its cities,of which all but one are located on the coast. The Hmeralins know this, and using their only unique natural resouce, Gold, they pay many mercanry warbands and pirate fleets to guard their major settlements. Although this may be the Hmeralians main weakness, it is not easily exploited due to the icy waters and dangerous storms that frequent the Hmeralian coastline.

Cliav: (Kli-ave) The Hmeralain capital of Cliav is loacted in the Seygor (Say-gore) River Valley, a large valley that splits the Brigar Mts. into a northern and southern half. It is Aalon's fifth largest city. Its keep is tucked away in the mountainside, making invasion very difficult. The Cliavian Royalty and local military enlist the help of mercanary war bands to defend the city, making it a dngerous place for hostile adventueres.

Xychlon: (Zy-clon) Just north of Cliav, in the southern reaches of the frigid coastline is Xychlon. This city has a massive harbor, because it is the southermost port in Hmeralian territory, thus being the least dangerous to reach. The Hmeralian government has enlisted the aide of the fearsome pirate band known as the Black Hand to defend the cities harbor.

Lizgra: (Liz-gruh) This city lies on an island in the northern most reaches of the tundra. The frigid cold, turbulent seas, and biting storms have repelled any atttempt to invade Lizgra. Only the most hardy and cold tolerant people can hail from Lizgra, making it the home of the Ice Academy, a school for the Ice Magics.

Ivor: (Eye-voor) Ivor is just across the channel from Lizgra. It is a large walled city built to keep blizzards and chilling winds out of its heart.


SIPHRA REPUBLIC: (Sip-ruh)

The Siprha Republic is the south-western most country in Aalon. It is home to blue skys, blue rivers, and blue seas, along with the mighty Lake Jhorlest (Jore-lest). The Siprhan godess of Xzylasta (zy-last-uh) caused the inhabitants of this watery land to partice none other than water magic. They have the mightiest fleet in Aalon, a fleet that dwarfs all others. Their country is dominated by the two wettest features in Aalon. Lake Jhorlest and the Flooded Plains. The Flooded Plains are centered around the Priforgra (Pre-for-gra) River, which runs right down the peninsula and through the countries captial.

Sipran Citello: (Se-pran) (Si-tel-ow) The capital of Sapphire City is disected by the azure blue of the Priforgra River. Sapphire Castle is a two sided structure that sits in the cities center on either side of the river. A central bridge connects the two. The city is filled with ponds, lakes, and fountans. It even houses an underground cave with a fantastic waterfall and crytal clear pond.

Alabast: (Aluh-bast) A center for R&R, Alabast is a seaside resort deep in the Drigonia (Dry-gone-e-uh) Bay. The shining water and glorious ocean sunsets lure many to its coast, but its not a pleasent place to live permanently. Many muggers and theives roam the streets at night, some even in broad daylight. A powerful crime syndicate rules the city. Its boss witholds information on almost every villain, baddie and crooked wisecracker in Aalon.

Ionia: (I-oh-nia) A pleasent town south of the Flooded Plains, Ionia is home to some of the most glorious meadows in Aalon. Wildflowers abound here all year long, and it is perpetulally spring.

Jvor: (Vor) Jvor is an island city off the coast from Sipran Citello. It is a popular recreational fishing area, but its waters are not all so peaceful. Rumor has it that a dark Dragon is seen at night soaring under the turbelent waves into a secret lair, but most of the sightings have been scoffed at.

Fort Aurour: (Uh-roo-or) This fort is on the island of Aurouras in the center of Lake Jhorlest. It is an inpregnible fortress that guards the most secret and sacred place in Aalon.



SCHLECTA EMPIRE: (Skuh-lek-tuh)

The Schlecan empire is a frozen wasteland shoved mercilessly onto a tiny peninsula at the very north eastern end of Aalon. It boarders the Burvan Kingdoms northenmost reaches. The Schlectans hate everyone. Sometimes even themselves. They are embarassed of their pitiful nation and their pitiful political skills. They have a mighty army however. As followers of the dark God Norul (Nore-ool) they have mastered Shadow Magic, and are able to copy the basic spells of other nations. Every soldiers in the Schlectan army is taught Magic, Swordmanship, Archery, Horsesmanship and how to ride a Draugen. Draugens (Draw-gun) are terrifying batlike creatures that are associated with an element. They are the primary mount of Schlectan troops.

The Schlecta Empire also emplys Orcs, Trolls, and occasional Giant in its ranks, and is the only Aalonian force to do so.

Obsidian Tower: The Obsidian Tower is the Capital building of the Schlecta Empire. There is no city around it, just a military complex. It is tucked away on the souther tip of the Larr Mts. (Lar) Eastern side.

Ozkibar: (Oz-Ki-Bar) Ozkibar is the countries only city. It is somewhat small and is a ses-pool for crime, murder and bountry hunters.


TLYVARY KINGDOM: (Tuh-lie-vuh-ree)

Tlyvary Kingdom is currently the most powerful and influential force in Aalon. The country spans the entire equatorial swath of Aalons center, encompassing the Dragon Peaks, the Orvegra (Ore-va-gruh) Desert and the source of the mighty Vala (Va-luh) River. Tarsonis, God of Fire, is the primary diety of this fiesty country. Once the smallest most unrecognized nation, Tlyvary used economical monopoly, military genius and firm, but just, democratic leadership to become the thrid largest and most influential force on the continent. Tlyvary exports countless ores from the Dragon mountains, has the largest city on the entire planet, is home to countless tourist and other economicaly boosting attractions, and is as peaceful as can be.

Tlyvary currently has a treaty of peace with every country on the continent, and openly exports to all of them, even the Schlecta Empire, who hate Tlyvary fiercley. Tlyvarys dominating location as the central country in Aalon, and the fact that it spans the entire width of the continent, make it a military and economic dream. No travelers can avoid passing through Tlyvarian territory when moving from north to south or vice-versa.

Rhoste Citello: (Ros-tay) (Si-tel-ow) Ruby City is the largest, most magnificent city in Aalon. It lies in the very center of the Tlyvarian Equatorial Plain, surrounded by flat ground for miles. The city is surrounded on all sides by the mighty mile wide Vala River, a turbulent rich blue torrent of water. The city sits on the only hill for miles upon miles around. All of its buildings are a glistening white with vibrant red roofs. It gained the name "City of Hope" or "City of Angels" from its pearly appearence.
Ruby city is also home to the most impressive architectural feat in Aalon. Ruby Castle sits at the apex of the hill upom which the city is built. One side overlooks a steep cliff into the central sqaure of the city, the other side is a gental slope down to the river. The castle is a vibrant white, much like the city around it, but seems to gleam even brighter in the sun. The red roofs and towers of the bulding all wave the Tlyvarian flag wildly above them.

Hvarle: (Var-el) A large port city on the western coast, Hvarle supports most of the food needs of Tlyvary. It has extensive farming country in the rich volcanic soil at the base of the Dragon Peaks, and a large series of fishing rigs out in sea.

Castle of Fire: A small castle just north of Hvarle at the southern end of the Jala Mountains. This place is entirley dedicated to the teaching of fire magic. It sits over a large magama chamber that is constanly relasing into the sea, creating the famous Burning Cliffs.

Drigonia: (Dry-gone-e-uh) A city much like Hvarle, Drigonia houses the Tlyvarian fleet, a surprisingly impressive selection of ships purchased from the Siprha Republic.

Drlva: (Der-live) Drlva is a massive island city devoted t the teaching of physical combat. Countries all around the world sent their best fighters to train here.



I hope that description helps you better understand Aalon, it took me quite a while to type. I'll put up more info later.




Posted on 2009-05-26 at 23:46:08.
Edited on 2009-05-28 at 03:11:43 by Babaloo

Babaloo
RDI Fixture
Karma: 19/23
1099 Posts


The way of the world

Here is how the elements are basically laid out.

The top three elements are:

Fire, Ice, & Earth

These are most powerful in terms of direct attack, as they cause more physical pain then the others.

Water

This element is the most powerful in terms of healing and indirect attack, as it can be purified and used to heal or used as a means to turn the tide of battle...haha...tide...it was a pun...

Shadow, Nature

These two are the strongest elements in terms of overall effect. They can have more indirect effect on their surroundings than the other. Nature mages can speak with non sentiant creatures and commune with plants. Shadow mages can draw the life energy from simple life forms and use it to bolster their own attacks.


Posted on 2009-05-27 at 03:08:47.

Babaloo
RDI Fixture
Karma: 19/23
1099 Posts


Diplomacy and Action

War is nothing new to Aalon, and I would like to share with you a basic run through of some of the continents major conflicts. This is purley in an attempt to allow some characters to interact not only more efficiantly with one another, but NPC's along the way as well.

The Fracture: This was a massive Seventy Year conflict, of which Twenty were mass combat war years. This conflict centered around the human Rynnlan Empire. This empire, for those less well versed in the lore above, the Rynnlan Empire was the human Pan- Continental Kingdom that encoumpassed, as the title suggest, the entire continant. Rynnla however, fell victim to infighting due to nationalism. The people of the north were unlike thouse of the south, and by the same token, those of the central plains were entirely unlike those of the east. Rynnla soon fell prey to a crack in it's own system. A standard scroll, used in many an academy of history, is titled "Rynnla: The Rise &Fall." Any well versed scholar will be able to draw resources from this title.

Tybitarian Conflict: A short war that was started by the Schlectan, King Tybitarian IV. Tybitarian was intent on the utter conquest of the tundra that covers northern Aalon, but the strong kingdoms of Burva and Hmeral beat him back with ease. This war is well learned by Schlectans, but only the most well versed southerner would know of it. It reduced the size of the Schlectan Empire by almost half.

Supremacy Wars: A conflict many older citizens of Tlyvary & Burva may remember, as it is likley they were part of it. After the expansion of Tlyvary's size, Burva wanted to reclaim the northern area of the country, as it had lost many valuble mines in that area. Burvan forces wrongfully attacked the peaceful Tlyvarian Boarder Forces, and ignited a six year conflict. Neither country could sustain victory, as Tlyvary was a superior military force, but the Burvan defenses were much too strong to break with any ease. Many older citizens still harbor hatred toward one another for this conflict.

North/South War: A war between the three norhtenr countries: Burva, Schlect and Hmeral, and the southern countries: Siprha, Elevera, and Tlyvary. After the end of this conflict, land was taken from the then expansive Burvan Kingdom and awarded to the then insubstantial Tlyvary.

Schlectan Campaign: Some fifteen years prior to current events, Emperor Vlasimor Alexoff of Schlecta attacked Tlyvary with no known motivation. The Burvans did nothing to halt the movement of Schlectan troops and supplies through their boarders, however they claimed it was only to avoid further conflict, and on top of that they claim the Schlectans gave no reason to believe they were carrying out hostilities toward the Burvan people. Many Tlyvarian citizens believe this to be a false cover up, the Tlyvarian government agrees on this concensus. The conflict consisted of one battle, lasting only one day. Vlasimor launched a direct assault on Rhoste Citello, breaking into the city. He was fought off by a galiant effort from combined Tlyvarian, Eleveran, and Sirhans troops. It was reported the son and daughter of King Teverus IV, noble king of Tlyvary, both perished as a result of the conflict. His son was only an infant at the time, and his daughter was some twelve years of age.


Posted on 2009-05-27 at 23:08:29.

Babaloo
RDI Fixture
Karma: 19/23
1099 Posts


More & more & more & more....

More information.

THE ELVEN SOCIETY TODAY:

The Elven society is still a prominant feature of the Eleveran landscape, and ancient Elven settlements still stand as a testiment to the old kingdom. The following are the Elven Counties under the control of the Kingdom of Elevera by the mandate of the Treaty of Valsze Kaeridhan.

Tolkenen 'Jirhiste: Wide River. This county is situated along the widest portion of the Vala River South, the continents largest water way. This county is known primarily for its agricultural benifits, and it provides much of the fine Elven wine that is purchased across all of Aalon.

Ish'taer Ferl: Bright Wood. The coastal county, the county of Ish'taer Ferl is famous for its bright cliffs and endless oak groves.

Pistiar Ferl: Dark Wood. The eastern most county, this county runs along the boarder with Siprha, and is extremely undeveloped. Many travelers avoid this place, as the Elves here are often hostile.

Un'taer: Glory. This county runs along the southern coast, and boarders the Chealer Mountains. It is home to the only known society of Elves to live underground.

Bedenas Kirl'lel: Sacred Ground. The holy county of the Elven society, it is believed this is the place that Elven propehts hear the words of the gods.

Kylia Ferl: High Wood. The northernmost county, this Elven county is the most modern of them. They encourage trade with their Tlyvarian neighbors.

Muornonen Cal' Faist: Deep Wood. The name of this county is written in old Elven, before the Elves rewrote the fundementals of their language. It is the seat of power for Elven society and lies on the peninsula near Emeras Island.


Posted on 2009-05-28 at 01:30:03.

Babaloo
RDI Fixture
Karma: 19/23
1099 Posts


The Dwarven Scoiety Today

Dwarven settlements are few and far between, and only three prominant dwarven states still hold power in the Burvan Kingdom. The following are the states of the Dwarven Federation as defined under the mandate of the Treaty of Norst-Gallen.

Kliderhall: Great Hall in human. This is the capital state. The entire city is carved into a mountain side and is formed of one massive cental hallway some forty miles in length, with sub halls branching off into seperate districts.

Argengramst: Mountain Top in human. This city is located high atop the mighty Mount Jagar. It is the seat of Dwarven Smithing Society, the finest guild for smiths in all of Aalon.

Torfist: Strong Fist in human. The home of the dwarven warrior guild.


Posted on 2009-05-28 at 01:37:09.

Bezmir
RDI Fixture
Karma: 24/16
742 Posts


questions

Is it possible, for backstory sake, for my character to have worked in Argengramst for a while, but he left to fight for Tlyvary during the Schlectan Campaign and hasn't returned since?


Posted on 2009-05-28 at 02:29:52.

Babaloo
RDI Fixture
Karma: 19/23
1099 Posts


Yes

But there is one catch, you were not present at the battle of Rhoste Citello for story sake. But yeah, otherwise, it's all good. Seriously, any more questions or info AT ALL, PLEASE tell me, I'd be more than ahppy to post it.


Posted on 2009-05-28 at 03:07:10.

Bezmir
RDI Fixture
Karma: 24/16
742 Posts


alright

I got you


Posted on 2009-05-28 at 03:25:33.

Babaloo
RDI Fixture
Karma: 19/23
1099 Posts


Oi!

I'm serious, otherwise, I'll just post infor at my leisure, and you might make the mistake of going against the lore of the world. So, if your going to make a decision, just ask, and I'll tell.


Posted on 2009-05-28 at 03:27:38.

gboy
Wee Grugglet
Karma: 57/27
1669 Posts


Here's a question...

Which is the most powerful elven ruling house?


Posted on 2009-05-28 at 03:40:43.

Babaloo
RDI Fixture
Karma: 19/23
1099 Posts


Muornonen Cal' Faist

Think of the Elven counties as a state in the Unites States. They are part of a bigger government (in this case being the Elevera Kingdom) but it is still a government of its own in a way. This state is further divided into seven counties, all of which report back to the capital. (being Muornonen Cal' Faist in this example.

So the chain of power, from lowest to highest goes like this.

Ohter six counties --> Muornonen Cal' Faist --> Elevera Kingdom

As for who rules that house, I suppose it can be your family. It all depends, that area I left open for interpritation.

Some notable Elven Families of Wealth Include:

The Kurd'nalls

The Veir' Amanes

The Valiyneres

and

The Torkigeriyas

Among others...


Posted on 2009-05-28 at 04:03:44.
Edited on 2009-05-28 at 04:08:33 by Babaloo

Savrit
Veteran Visitor
Karma: 16/11
165 Posts


Werewolfs?

I was hoping Bab, that you could give me some more details about my home land. Stuff that anyone would know if they had lived where Lakota had lived. She left at age 26 so she did spend quite a bit of her life on the Jade Coast. I didn't know exactly where the Werewolf clans were prevalent in Elevera. I figure in the woods near the sea was a safe bet. But I'm pretty lost other then that.

Also just how much of the werewolf culture do you already have worked out. I was trying to take the lead from you. If they live in clans (aka packs) then I imagine them like Native American Indians in social structure. But again I don't want to assume too much.


Posted on 2009-06-02 at 02:28:53.
Edited on 2009-06-04 at 03:23:29 by Savrit

Babaloo
RDI Fixture
Karma: 19/23
1099 Posts


Werewolfs in Aalon

The primary settlements for werewolves are indeed along the Jade coast. Each settlement is far between, as the each werewolf family, or clan, claims large amounts of territory.

Werewolfves are feared for their knowledge of the forest around the Jade Coast, and the local dominant werewolf clans often engage in skirmishes with the elven districts that occupy this area. Elves and werewolfs are not at all friendly. Both societies have a long history of conflict, and the Eleveran government has, on several occasions, had to dispatch entire companies of legion soldiers to quell the political tensions between the two groups.

Werewolves have a unique pack structure. Each literal family, or in other words the descendants of one werewolf, are considered a single clan. Whenever a male is born, he is presented a female from another clan. This is both a way to prevent inbreeding and support the relationship from clan to clan.

There are two breeds of werewolves in Aalon. The standard Forest Wolf is the run of the mill werewolf. They are fast, powerful and dangerous. However, they rival with a much rarer breed of werewolf. The White Werewolf is the apex of the species, as they are twice as large, twice as fast and four times as strong. However, they have low numbers. Their clans often occupy the southern reaches of the Jade Coast, closer the city of Emeras Citello.

Werewolf families claim massive amounts of terrioty under their own name. Th terrioty is often so huge, that the family cannot possibly make use of all of it, so many werewolf territories overlap with no conflict. One family, however, controls their territoy with an iron fist. The most powerful and influential family of werewolves, the Andlewiess Family, is a White Werewolf line. They control the largest terrioty of any clan and patrol it at all times. Entry into their territory, which is thankflly far off the main road running along the Jade Coast, is a suicide wish.

Ohher families of note include:

The Jadencrofts

The Gorgrimskys

The Valenwoods

The Korgimsts

and

The Monteirs






Posted on 2009-06-03 at 20:46:37.

Savrit
Veteran Visitor
Karma: 16/11
165 Posts


Parentage

Cool. Its different then what I imagined and I like that. So then Lakota was a Valenwood and mated to a Monteir. Unless there are more families to take into account, and being part of a larger more well known family is not a good idea.

What do you think?

Its possible I'm really over thinking this.

Also was wondering are werewolves strictly created in your world or are they able to be born as well? I am used to the Garu of the White Wolf game system, strictly genetic. But I like it if both options are available. Makes more sense that there are so many clans too.


Posted on 2009-06-04 at 00:40:52.
Edited on 2009-06-04 at 01:01:34 by Savrit

   
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