Notice- This is undergoing major changes, no information here is 100% set in stone yet.
I'll post things as they are set up. I'm drawing my set up from looking at the other posts here. Starting with some basic information...
In the northern lands of the expanse opened a strange portal leading to an even stranger land. On the other side was a large island full of ruins. This attracted scholars, archaeologists, and explorers from various regions. With a great amount of ancient goods being uncovered a coalition was formed that lead explorations and exported ancient goods. The two main groups that formed this coalition were the Northbound Trading Company and the New Scholar's Guild. As the Archaeological Coalition of Azuhl X'ul, a.k.a- the Arco Coalition, drew in more funds and members their expanse of tents surrounding the portal slowly turned into a single city. The Arco Coalition eventually claimed sovereignty over both the island of Azuhl X'ul and their city, Arco. Members, however, are typically still part of whatever kingdom they originally hailed from.
Company Name: Archaeological Coalition of Azuhl X'ul (Aka- Arco Coalition)
Founding Groups: Northbound Trading Company & the New Scholar's Guild
Leaders: Arco Council
Island Name: Azuhl X'ul
City Name (on the Expanse): Arco
Alignment: Neutral
Races: Mixed races, primarily human
I'll post things as they are set up. I'm drawing my set up from looking at the other posts here. Starting with some basic information...
In the northern lands of the expanse opened a strange portal leading to an even stranger land. On the other side was a large island full of ruins. This attracted scholars, archaeologists, and explorers from various regions. With a great amount of ancient goods being uncovered a coalition was formed that lead explorations and exported ancient goods. The two main groups that formed this coalition were the Northbound Trading Company and the New Scholar's Guild. As the Archaeological Coalition of Azuhl X'ul, a.k.a- the Arco Coalition, drew in more funds and members their expanse of tents surrounding the portal slowly turned into a single city. The Arco Coalition eventually claimed sovereignty over both the island of Azuhl X'ul and their city, Arco. Members, however, are typically still part of whatever kingdom they originally hailed from.
Company Name: Archaeological Coalition of Azuhl X'ul (Aka- Arco Coalition)
Founding Groups: Northbound Trading Company & the New Scholar's Guild
Leaders: Arco Council
Island Name: Azuhl X'ul
City Name (on the Expanse): Arco
Alignment: Neutral
Races: Mixed races, primarily human
I like the mystery surrounding your land! What's the commerce like there? Is it more of a settlement meant to house archeologists or is there an actual town/city getting resources to trade?
Sounds like a place I'd love to RP in, what's their stance about foreign archaeologists and scholars coming to study the city? My Terelains are all about this kind of thing, since they live in a land literally covered in ruins. All but one of their cities is restored from a ruined one, for example.
Might be fun to see what trouble the curious cats get into xD
Might be fun to see what trouble the curious cats get into xD
Enough of life has blown over for me to get back to this, and boy am I excited!
They would definitely welcome outsiders into the city and island, Terel. They are rather new, as they'll be being created when I enter them into it all. A major income for them is explorers and curious folk hiring guides and purchasing equipment for expeditions. If possible, it would be cool to see if a couple of Terelains would take up residence in the city.
They would definitely welcome outsiders into the city and island, Terel. They are rather new, as they'll be being created when I enter them into it all. A major income for them is explorers and curious folk hiring guides and purchasing equipment for expeditions. If possible, it would be cool to see if a couple of Terelains would take up residence in the city.
Creatures
Evidence suggests that most creatures on the island were created by magical means. The more dangerous animals seem to be based off of one or more common animals, thus giving evidence that the previous residence may have explored beyond their island in their time.
Alari Servant: Believed to be created by the previous residents of the island to serve, discovered texts have found them to be called ‘Alari’. At three feet in height and having red-orange skin, they seem to resemble a common imp. Alari servants seem to somehow understand almost any language, but only ever speak a sort of incoherent gibberish. Disobedience is tortured out of them over time.
Apterous Flying Behemoth: There is no mention of these extremely rare creatures. Of the three found, only one was living and is currently being coaxed back to health, a dangerous job. An Apterous Flying Behemoth is, in essence, a gigantic, flying, armored worm with large spikes all around it. The glowing-blue tips of these spikes on the armor are thought to be what allows it to fly.
Rhaksish: Scholars have discovered texts referring to these creatures as ‘Rhaksish’. This creature seems to be designed for charging into battle. It has the general shape of a horse, but is smaller and even more muscular than a typical war horse. In addition to its sturdy frame are a pair of curled ram’s horns.
Spitting Slither: A gray snake about two feet in length that spits its fangs rather than biting. The poison is not enough to kill a human (unless allergic), but can pierce deep in the skin up to 15 feet away. They only attack if provoked and prefer small game such as rats and squirrels.
Arsh’Raz: What is worse than a giant, hairless gorilla? A giant, violent, scaly gorilla that seems to sense fear. Recovered texts indicate they may have been called Arsh’Raz. These fifteen foot creatures are known to be able to decimate exploration groups. Of course, those that are captured are often sold.
Scorpion Spider: These large insects are about the size of a pony. They have 8 legs, pinchers, 3 eyes, hooked claws, and a long, poisonous stinger. This venom deteriorates flesh on contact but is difficult to stabilize to make a poison.
Ar’Vil: Called Ar’Vil in recovered texts, they seem to be some sort of short-haired monkey that may be a more wild version of the Alari. They are only three feet when standing, but typically crouch in the trees. Ar’Vil will usually run away from exploration groups, but will sometimes attack parties by throwing rocks or other projectiles at them. Groups of Ar’Vil can be dangerous and they will eat any kills after making sure it is dead. This is usually done by breaking the skull with a stone.
Wyverns: This one is actually familiar to many. It seems this animal may have lived here or have been brought to the island before it went into ruins. It's one of the few creatures that hasn't been modified by magical means.
Evidence suggests that most creatures on the island were created by magical means. The more dangerous animals seem to be based off of one or more common animals, thus giving evidence that the previous residence may have explored beyond their island in their time.
Alari Servant: Believed to be created by the previous residents of the island to serve, discovered texts have found them to be called ‘Alari’. At three feet in height and having red-orange skin, they seem to resemble a common imp. Alari servants seem to somehow understand almost any language, but only ever speak a sort of incoherent gibberish. Disobedience is tortured out of them over time.
Apterous Flying Behemoth: There is no mention of these extremely rare creatures. Of the three found, only one was living and is currently being coaxed back to health, a dangerous job. An Apterous Flying Behemoth is, in essence, a gigantic, flying, armored worm with large spikes all around it. The glowing-blue tips of these spikes on the armor are thought to be what allows it to fly.
Rhaksish: Scholars have discovered texts referring to these creatures as ‘Rhaksish’. This creature seems to be designed for charging into battle. It has the general shape of a horse, but is smaller and even more muscular than a typical war horse. In addition to its sturdy frame are a pair of curled ram’s horns.
Spitting Slither: A gray snake about two feet in length that spits its fangs rather than biting. The poison is not enough to kill a human (unless allergic), but can pierce deep in the skin up to 15 feet away. They only attack if provoked and prefer small game such as rats and squirrels.
Arsh’Raz: What is worse than a giant, hairless gorilla? A giant, violent, scaly gorilla that seems to sense fear. Recovered texts indicate they may have been called Arsh’Raz. These fifteen foot creatures are known to be able to decimate exploration groups. Of course, those that are captured are often sold.
Scorpion Spider: These large insects are about the size of a pony. They have 8 legs, pinchers, 3 eyes, hooked claws, and a long, poisonous stinger. This venom deteriorates flesh on contact but is difficult to stabilize to make a poison.
Ar’Vil: Called Ar’Vil in recovered texts, they seem to be some sort of short-haired monkey that may be a more wild version of the Alari. They are only three feet when standing, but typically crouch in the trees. Ar’Vil will usually run away from exploration groups, but will sometimes attack parties by throwing rocks or other projectiles at them. Groups of Ar’Vil can be dangerous and they will eat any kills after making sure it is dead. This is usually done by breaking the skull with a stone.
Wyverns: This one is actually familiar to many. It seems this animal may have lived here or have been brought to the island before it went into ruins. It's one of the few creatures that hasn't been modified by magical means.
The Island of Azuhl X’ul
Tamed Land
West of the island’s heart is the Tamed Land. Here settles and adventures have set up homes, farms, villages, and shops. The portal to and from Azuhl X’ul lies in the northeast part of the Tamed Land, near the Bay of Azuhl. This area had very few ruins before the arrival of the Arco Coalition. Farming is not a large enough industry here to export, but creates enough food to reduce the need for imported foods. Main crops include rice, wheat, maize, and sweet potato. Chickens are also a common animal to find on farms in the Tamed Land.
Overgrowth
The Overgrowth makes up most of the island; all land east of the Bay of Azuhl and the Wall. This jungle hosts the major ruins of the island as well as the creatures that populate it. Explorations have attempted to reach all of the Overgrowth, but only so much has been reached with the exploration parties living to tell the tale.
Bay of Azuhl
East of the portal between the Expanse and Azuhl X’ul is the Bay of Azuhl, a natural barrier between the Tamed Land and the Overgrowth. Low altitudes in the Tamed Land allow for fishing vessels to be launched. The Eastern side of the island has cliffs too high for a party to be dropped off by a boat. This forces most parties to access the Overgrowth via the Wall.
The Wall
A massive iron, stone, and wood wall divides Tamed Lands at its Southeast border from the Overgrowth to the East. With the equally large gate in disrepair a checkpoint was set up in the hole it left in the wall to keep out monsters from the jungle and keep the Tamed Land safe. From here most exploration parties are launched.
Unexplored Areas
A large section of the Eastern side, and part of the Northeastern coast, has yet to be discovered. Most parties attempting to reach this far face a lack of resources or too much creature activity for them to survive pressing on.
Tamed Land
West of the island’s heart is the Tamed Land. Here settles and adventures have set up homes, farms, villages, and shops. The portal to and from Azuhl X’ul lies in the northeast part of the Tamed Land, near the Bay of Azuhl. This area had very few ruins before the arrival of the Arco Coalition. Farming is not a large enough industry here to export, but creates enough food to reduce the need for imported foods. Main crops include rice, wheat, maize, and sweet potato. Chickens are also a common animal to find on farms in the Tamed Land.
Overgrowth
The Overgrowth makes up most of the island; all land east of the Bay of Azuhl and the Wall. This jungle hosts the major ruins of the island as well as the creatures that populate it. Explorations have attempted to reach all of the Overgrowth, but only so much has been reached with the exploration parties living to tell the tale.
Bay of Azuhl
East of the portal between the Expanse and Azuhl X’ul is the Bay of Azuhl, a natural barrier between the Tamed Land and the Overgrowth. Low altitudes in the Tamed Land allow for fishing vessels to be launched. The Eastern side of the island has cliffs too high for a party to be dropped off by a boat. This forces most parties to access the Overgrowth via the Wall.
The Wall
A massive iron, stone, and wood wall divides Tamed Lands at its Southeast border from the Overgrowth to the East. With the equally large gate in disrepair a checkpoint was set up in the hole it left in the wall to keep out monsters from the jungle and keep the Tamed Land safe. From here most exploration parties are launched.
Unexplored Areas
A large section of the Eastern side, and part of the Northeastern coast, has yet to be discovered. Most parties attempting to reach this far face a lack of resources or too much creature activity for them to survive pressing on.
Misc. Goods
Unstable Magitech Scraps: Pieces of metal imbued with magic that has lost its purpose. It is rather easy to re-purpose the magic the metal holds when smelting it into new creations. These are found throughout the island in varying sizes.
Spell Scrolls:
Ancient magic in the form of scrolls are a valuable find and are most easily found in ceremonial locations. These scrolls give a glimpse into the magic that the past residents of the island once used. The spell scrolls can help teach modern mages to use ancient magic and can be broken down to learn alternative spells.
Ancient Texts:
These texts have a potential to carry a wealth of information. Deciphering the complicated language the past residents used is almost impossible without access to these texts. Deciphering ancient texts can lead to clues about special locations, the history of the island, and much more.
AFB Spike Dust
This glowing blue dust is ground from the magic-infused spike tips of the Apterous Flying Behemoth. While limited in supply, only a small amount is needed to work. This has levitation properties, allowing the item infused with it to hover or fly, depending on how concentration of the AFB Spike Dust.
Daughter of the Sun:
These brightly glowing, yellow flowers are as rare a find as they are beautiful. Scholars estimate only a couple Daughter of the Suns bloom every month, each blooming period only lasting for a day before the plant dies off. The magical energy that this flower radiates is unusually high and can be used to increase the potency of any magical recipe it is part of at the expense of the flower itself. Unfortunately they cannot be farmed, they never grow back in the same place.
Unstable Magitech Scraps: Pieces of metal imbued with magic that has lost its purpose. It is rather easy to re-purpose the magic the metal holds when smelting it into new creations. These are found throughout the island in varying sizes.
Spell Scrolls:
Ancient magic in the form of scrolls are a valuable find and are most easily found in ceremonial locations. These scrolls give a glimpse into the magic that the past residents of the island once used. The spell scrolls can help teach modern mages to use ancient magic and can be broken down to learn alternative spells.
Ancient Texts:
These texts have a potential to carry a wealth of information. Deciphering the complicated language the past residents used is almost impossible without access to these texts. Deciphering ancient texts can lead to clues about special locations, the history of the island, and much more.
AFB Spike Dust
This glowing blue dust is ground from the magic-infused spike tips of the Apterous Flying Behemoth. While limited in supply, only a small amount is needed to work. This has levitation properties, allowing the item infused with it to hover or fly, depending on how concentration of the AFB Spike Dust.
Daughter of the Sun:
These brightly glowing, yellow flowers are as rare a find as they are beautiful. Scholars estimate only a couple Daughter of the Suns bloom every month, each blooming period only lasting for a day before the plant dies off. The magical energy that this flower radiates is unusually high and can be used to increase the potency of any magical recipe it is part of at the expense of the flower itself. Unfortunately they cannot be farmed, they never grow back in the same place.
WIP
Unique Weapons:
Sacrificial Dagger:
AFB Bomb:
Scintillate Bow:
Military & Other
Overgrowth Expedition Crew:
Tamed Land Sentry:
Arco City Guard:
Arco Militia:
Guilds
Scholar's Guild:
Mercenary's Guild:
Mage's Guild:
Adventurer's Guild:
Unique Weapons:
Sacrificial Dagger:
AFB Bomb:
Scintillate Bow:
Military & Other
Overgrowth Expedition Crew:
Tamed Land Sentry:
Arco City Guard:
Arco Militia:
Guilds
Scholar's Guild:
Mercenary's Guild:
Mage's Guild:
Adventurer's Guild: