![]() |
#1
|
|||||||||||||
![]() World Builder Join Date: Apr 2010
Location: Texas, USA
Posts: 32,553
|
![]() Hello All! In the spirit of Worldbuilding, and Kellick's idea thread, I thought it might be fun to whip up a new thread inspired by the old War for Lordaeron and Solcu projects!
For those unfamiliar with those glorious works of art: Solcu COSMOGENESIS: http://www.scrollsoflore.com/forums/...d.php?t=123263 Solcu Public Feedback: http://scrollsoflore.com/forums//sho...d.php?t=214623 The Great War RPG: http://www.scrollsoflore.com/forums/...ead.php?t=4549 To my eternal regret I was among those present but unable to devote much time or focus to any of these early projects due to a mix of college work and my own terrible brain, but I hope this new game brings an iota of the creativity and enjoyment these other projects generated. The goal is to mix WorldBuilding and Plot Progression together in the form of small historical and First/Third person entries, this is my first time developing this type of project though so more experienced thoughts, criticisms and comments are more than welcome. Background: Quote:
Thanks to the wonderful reception the project has gotten links to specific posts with key information will be added here. Posters may also whip up summaries if they'd like them added to this main post. EDIT2: Because the reception has been so fantastic we do unfortunately need to adjust our info-saving methods, folks are now invited to archive their stuff in THE WIKI http://solthris.wikia.com/wiki/Solthris_Wiki Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
__________________
Brought to you by Sanguine Enterprises. My Worldbuilding: http://bloodinkworlds.tumblr.com/ Last edited by Mutterscrawl; 07-15-2017 at 04:07 PM.. |
#2
|
||||
![]() Revenant - Moderator Join Date: Sep 2009
Posts: 9,278
|
![]() I think the hive-flukes should show up.
Quote:
Quote:
__________________
^Ignored again. Okay. It is cool. Quote:
|
#3
|
|
![]() Eternal Watcher Join Date: Aug 2011
Location: The heart of Scania
Posts: 18,625
BattleTag: Yaskaleh#1817
|
![]() I'm always up for some worldbuilding.
Tell us a bit about the Locusi. Are they natives to the world as you mention threats from both within and without?
__________________
Say no to genocide! Save the Nightborne! Last edited by Yaskaleh; 04-24-2017 at 03:13 PM.. |
#4
|
||
![]() World Builder Join Date: Apr 2010
Location: Texas, USA
Posts: 32,553
|
![]() Quote:
Edit: clarifying They're similar to locusts, they're supposed to eat, breed and go dormant, then repeat Someone or something either controlled or threatened them to the extent that FucktupleMurderMode was their default state
__________________
Brought to you by Sanguine Enterprises. My Worldbuilding: http://bloodinkworlds.tumblr.com/ Last edited by Mutterscrawl; 04-24-2017 at 03:22 PM.. |
#5
|
||
![]() Revenant - Moderator Join Date: Sep 2009
Posts: 9,278
|
![]() As a starting point, what makes them cooler than the aqir?
__________________
^Ignored again. Okay. It is cool. Quote:
|
#6
|
||
![]() Eternal Watcher Join Date: Aug 2011
Location: The heart of Scania
Posts: 18,625
BattleTag: Yaskaleh#1817
|
![]() Quote:
I like Elves and try to think of different ways to make them different and interesting. One idea I've spun is of a species of Elves that due to geography found themselves split but with the advance of technology would make them meet up and construct a unified empire that flourished by combining their different world views and inventions. A unified empire that would later fall to disaster which would once again divide them and put them at each others throats as they blame the other for the fall and with both seeking to reclaim "their" glory. The path of migration could be seen as a circle. The divide happened at the lower end, they move in opposite direction and then meet up at the opposite and there construct a unified empire. So you could say there were three realms. The two old realm of nations and the stronger, more advanced and more prosperous empire in between. The Lokusi could be the factor that topples the unified empire with each people blaming the other for the invasion of the Lokusi. Perhaps a branching out from the continent of your Dominion, swarming over the unified empire and forcing the two peoples further and further away from the ruins with millions dead and minor nations being wiped out as they desperately try to fight back the waves while seeing no way to stop it until the swarms suddenly fall into chaos. The slaying of the Demigod-Queen turned the lesser Queens upon each others, allowing the elves to halt the expansion and push back towards the ruins. This "Elf Continent" would probably be best situated across a sea from your own.
__________________
Say no to genocide! Save the Nightborne! Last edited by Yaskaleh; 04-24-2017 at 04:30 PM.. |
#7
|
|
![]() Elune Join Date: Jul 2007
Location: Tradegate, the Outlands
Posts: 12,465
BattleTag: DAllicant#1203
|
![]() What kind of ecology/terrain does the Grutharin Dominion have? I know that there are mountains at some point, but what's the rest of it like? How many navigable rivers?
__________________
See WoW in a way you've never imagined it. "He came to Ahn'qiraj for the strife... instead, he found a wife! She's my qiraji love-bride, next on Sick Sad World of Warcraft!" |
#8
|
|
![]() Master Worldbuilder Join Date: Sep 2012
Location: A Dying World
Posts: 18,136
|
![]() A large island perhaps 1/3 the size of Australia, somewhere* in the middle of a Pacific-scale ocean. The landmass is approximately the shape of a squashed, 6-pointed star. Thickly forested; with mountain ranges declining toward each of the 'star's' shallow points and rising to a crown of jagged peaks about the island's center.
Shipwrecks litter the rocky shoreline, and there are no true naval ports. At first glance, indeed, the island appears entirely uninhabited. As you venture further inland and deeper into the forest, however, you may come across a silk net or trap, here and there, laid out for unsuspecting deer, hare, and other game animals. These will become more numerous the further you progress into the trackless wilderness, but what even the most woodsy of elf-spawn will never see are the razor-thin strands of silk which criss-cross the entire island. Its inhabitants will find you long before you find them. When they do, they will not treat you kindly. Too many fearful and xenophobic fools have reacted poorly to their first glimpse, for the natives to trust readily the outsider. They will not kill you, not outright, but they will ensnare you swiftly and surely in bonds of silk, stronger than steel. Only then you will be led, under guard, to the glittering cities they have built beneath the earth, to be judged by a tribunal of the wise, and perhaps released, if you carry no ill-intent with you. These are the cavern-dwelling, sky-faring Xysticids. Though their webs stretch far beyond their insular, secret nation on the Isle of Istos, they exist, by and large**, only in the fairy tales and legends of the world beyond. By dwarves, they are hailed almost as equals, for their silk-craftsmanship has allowed them to create unrivaled works of engineering and art. By men, they are feared as dangerous monsters, remembered in tales told to frighten children. By elves, they are hated as ugly and vile abominations, who have escaped extinction only through cunning and deceit. By the Dominion of Grutharin, little is known, save only that the web-spinners share their hatred for the Lokusi. * Exact coordinates impossible to confirm. The land mass may move with respect to the ocean floor, and may furthermore in some metaphysical way choose to evade detection and contact by outsiders. Then again, maybe not. Records tend toward the unreliable. ** There are frequent excursions from the airports*** at the peaks of Istos, but these missions tend toward the secret, and they are excellent at avoiding detection. Only rarely do the outside races ever catch a glimpse of an actual Xysticid, and then it is usually because that Xysticid has chosen to reveal herself. *** The Xysticids command the skies in gossamer airships spun from a silken pattern sturdy enough to catch the wind, but fine enough to reflect and part the light until they appear almost invisible from the ground.
__________________
|
#9
|
||
![]() World Builder Join Date: Apr 2010
Location: Texas, USA
Posts: 32,553
|
![]() Closer to silithid than aqir, but one thing that made the Lokusi so dangerous is that they... megaman/kirby what they eat. Xenomorph inspiration but on a smaller scale, most eat plants and rock so they'll be poisonous or extra durable, but some eat enough of a species to start taking on their traits, and god help you if they've eaten a caster.
Quote:
Not many navigable rivers initially since freshwater would be CHOKED with Lokusi hives, now they're in the process of clearing some, daming others, making canals, paving roads, etc Mountains are at northern and northwestern edges, and a few cities and forts are still built into them, traveling by sea used to be considered suicide due to Lokusi but was physically possible close to coast, nothing could get to or from anywhere further out the mountains though are constantly stormy, casters universally agree something fucked up the weather there, in past people have gone through but no idea if they survived and couldn't return or what Average Grutharin has no frame of reference for where they are with respect to the rest of the world, some of the casters and learned folks have speculation but nothing concrete, their development is somewhat lopsided in that if something wasn't somehow related to war effort it tended to get sidelined Ex: they have art but its all of heroes or on fortifications, always someform of morale or physical utility, varies on whether thats cultural or mandated, since in most places art for its own sake is allowed but its seen as a somewhat frivolous hobby
__________________
Brought to you by Sanguine Enterprises. My Worldbuilding: http://bloodinkworlds.tumblr.com/ Last edited by Mutterscrawl; 04-24-2017 at 10:31 PM.. Reason: Phone cut off half my Reply to Revanant |
#10
|
|
![]() Eternal Watcher Join Date: Aug 2011
Location: The heart of Scania
Posts: 18,625
BattleTag: Yaskaleh#1817
|
![]() Your location and ecology fits perfect with what I hoped for.
The Elven continent lies east-northeast of the Grutharin Dominion, separated by a sea dotted by smaller islands and atolls. These islands are semi-tropical and ends at an archipelago of craggy islands that shields the imperial capital of Shahnazapolis which lies on the southwestern coast of the continent. Once a grand and magnificent metropolis, boasting of great wealth and prosperity, fed by the very bountiful and warm lands that is controlled by the empire. Completely without fortification, walls or defenses of any kind as the period of time since it's founding had been very peaceful. The Lokusi descended upon the capital 260 years ago, taking the haughty elves by surprise as they had ignored all early warnings from shipwrecked sailors as lunacy. The capitol had been utterly obliterated within days, millions perishing as the swarms ate it's way through the bountiful lands. Only the center of magic in the empire, Roshanapolis, survived the onslaught. Situated northeast of the capital on the coast if the inner sea, this mystic city gathered the most gifted of magi of both the East and the West. They had at the time succeeded in levitating smaller landmasses into the sky which is how they survived the onslaught. They evacuated those they could save unto these flying islands and fled out to sea as the remaining citizens and refugees perished under the swarms. The Lokusi ate many magi from Roshanapolis, turning them ever more deadly. The West and the East nations gathered what armed forces they had to halt the swarms as the natural barriers that separated them from the imperial lands barely gave them enough time to do so. The barrier mountains in the west and the deadly desert in the southern part of the continent.
__________________
Say no to genocide! Save the Nightborne! |
#11
|
||
![]() Elune Join Date: Jul 2007
Location: Tradegate, the Outlands
Posts: 12,465
BattleTag: DAllicant#1203
|
![]() Quote:
This tells me that the average Grutharin had a fairly isolated existence. Idea: standing at ten feet of height on average, the Grutharin ogres are formidable combatants, living towers of bulk and bone. The bulk leads many to think that they are voracious and indiscriminate eaters, but this is not true. Ogres store and retain fat in way similar to camels. After undergoing a "gorging", an ogre will be able to march and fight for days without rest. Food is, of course, limited. Thus, during times of relative peace, ogres will not gorge (a comparatively skinny ogre is still pretty big). Before the great battle against the Lokusi, the ogres sent their finest warriors into the most food-rich areas of the swamp. Once sufficiently gorged, the ogres took the battle to the enemy, and fought until victory without rest or pause.
__________________
See WoW in a way you've never imagined it. "He came to Ahn'qiraj for the strife... instead, he found a wife! She's my qiraji love-bride, next on Sick Sad World of Warcraft!" |
#12
|
|
![]() Master Worldbuilder Join Date: Sep 2012
Location: A Dying World
Posts: 18,136
|
![]() The cavern cities of Istos are as vertical as they are horizontal, with cables of heavy web strung in a dizzying complex of three-dimensional roadways that connect all manner of silken houses, temples, workshops, marketplaces and more. There is a silver light everywhere, emitted by the natural luminescence of Xysticid silk, save for in the Embassy, a large burrow off of the High Tribunal where outsiders who have been allowed to come and go (as well as some who are being held on Istos for one secret reason or another, and who aren't for eating).
The Embassy is tunneled in Dwarven fashion into the belly of the mountains, and lined with brilliant crystals that pulse with light in cycles of approximately 11 hours. The only entrance or exit from the Embassy leads through the heart of the High Tribunal, a tremendous inverted funnel of silver and gold webs, each encrusted with a billion tiny gemstones, and windowed with semi-luminous membranes of something colorful and translucent.
__________________
|
#13
|
|
![]() Eternal Watcher Join Date: Aug 2011
Location: The heart of Scania
Posts: 18,625
BattleTag: Yaskaleh#1817
|
![]() The Elves view of the the Xysticid varies wildly. The rural elves of the northern tundra consider them vile and unholy monsters, whereas the mountain nomads of the eastern fringes of the Eastern nations consider them exotic and beautiful thoguh that is influenced by their worship of a spider deity among other deities. The dead imperials considered them valuable crafters and were in love with their silks and designs. That view is the most common among the nobles of both the West and the East as most of them hold blood ties to the dead high caste of the Empire, even some claim royal blood ties. The East is overall more accepting of the Xysticid than the West.
The reclusive Magi that inhabit the skies above the Inner Sea are some of the most tolerant and would even welcome them. For a time until their use outweighs their inconvenient presence.
__________________
Say no to genocide! Save the Nightborne! Last edited by Yaskaleh; 04-26-2017 at 05:06 AM.. |
#14
|
||
![]() Master Worldbuilder Join Date: Sep 2012
Location: A Dying World
Posts: 18,136
|
![]() Quote:
While not a common sight, the arrival of a Xysticid airship at one of the Magi's skyports is not so unusual as to arouse fear or suspicion among the locals.
__________________
|
#15
|
||
![]() Eternal Watcher Join Date: Aug 2011
Location: The heart of Scania
Posts: 18,625
BattleTag: Yaskaleh#1817
|
![]() Quote:
They do not posses much habitable land outside of their sky islands besides a handful of smaller islands in the middle parts of the Inner Sea. The Elves of the East and the West haven't bothered to build deep sea vessels in the Inner Sea so those islands are exclusive to the Magi. Knowledge to build aerial vessels of larger sizes is monopolized by the Magi because they are the last keepers of such imperial knowledge. Their flying capital of Roshanapolis, named after the dead city that used to be their home, is an example of the architectural designs that were typical of the Empire before it's demise. Imagine it as a flying Constantinople but grander and loftier with tall spires and impressive domes.
__________________
Say no to genocide! Save the Nightborne! Last edited by Yaskaleh; 04-26-2017 at 11:07 AM.. |
#16
|
|
![]() Eternal Watcher Join Date: Aug 2011
Location: The heart of Scania
Posts: 18,625
BattleTag: Yaskaleh#1817
|
![]() Great that you liked it, Mutter.
I'll expand a bit only certain segment of Elven history prior to the Empire Fall. None knows where the first forebears of all elves on the continent hails from. Perhaps they sprung from the very soil of the lands or they migrated in from distant lands. What is known is that when the last ice age struck the continent did the forefathers stay in a land of meadows and rivers in the northeast, blocked in the northwest by a huge glacier that stretch from sea to sea and in the southeast by a tall mountain range covered by ice. When the ice age ended did the glaciers thaw, raising the sea level. The sea encroached upon the meadowlands as the rivers flooded the lands with melt-water. The forefathers had no choice but to leave their home. Two groups left the meadowlands. One group went westwards on a thin strip of land between the melting glacier and the encroaching sea. The second group went south through a narrow but treacherous path through the tall mountains that had emerged with the melting ice. These groups would with time adapt to their new homes to become the elves of the West and the East. The orignal homeland sank below the waves of the sea, with what little remained became a most unwelcoming marshland. Several thousand of years later did these two groups meet again in the unbelievably rich and bountiful lands that would become the Empire. War began within days over the best lands of the whole continent and would last for a hundred years before the elites of both peoples negotiated a peace that would last until the Lokusi arrival. The arrival of the Lokusi would devastate the population of the continent beyond imagination. Not only did the greater extent of the continent's accumulated wealth become lost, they also lost the greatest arts and inventions, the grand libraries of worldly and mystical knowledge. The empire had controlled the flow of ideas and discovery to themselves, making sure that the old nations would be less advanced than the empire. The best and brightest were encouraged to settle in imperial lands, with the Magi of Roshanapolis scouring the old nations of all those capable of controlling magic. Had not the Magi managed to escape the fate of the Empire, then the elves would have found themselves direly incapable of fighting back. There was a few reasons why the old nations wasn't overrun with the Empire. The natural obstacles played a part, so too did the bountiful lands become an important factor as the Lokusi had too much to gorge upon to keep on advancing immediately. But the foremost reason was the decisions of two generals and the sacrifices of the Imperial Legions. The armies of the Empire focused most of their forces near the borders of the Empire. There was little use for them within the Empire itself, they existed to keep the old nations obedient and to defend against outer foes but such rarely ever came. When the capital fell along with the core provinces and cities of the Empire did the Imperial Legions do their best in halting the swarms with little success. The last two remaining generals of the highest command came to a fateful decision. To withdraw every single soldier and war machine towards the main border fortifications. There they would stand and fight, to give the old nations a fighting chance. For weeks they held the line. One general holding the main stronghold in the barrier mountains of the west while the other lead the swarms back and fourth across the deadly desert plateau that bordered the Empire in the east. The heroism and sacrifice that these soldiers did to save the old nations as their families and homes died has been immortalised in tales and songs across the continent. Every young solder-to-be strive to reach such unreachable examples. The best of elvenkind died but they never gave up, they never gave in, they never surrendered. With their last breathes they cried out their defiance.
__________________
Say no to genocide! Save the Nightborne! |
#17
|
|
![]() Eternal Join Date: May 2014
Location: Germany
Posts: 4,989
|
![]() So how do the Xysticids look like? Are they very much humanoid in appearance? Vaguely humanoid? Really big spiders? Or something in between?
|
#18
|
||
![]() Master Worldbuilder Join Date: Sep 2012
Location: A Dying World
Posts: 18,136
|
![]() Quote:
I kinda hate to pin it down, but the image I have for the truth might be approximated as follows: Start with a Vithrack. Get rid of the levitation. Add four more legs. Let the front pair of legs sometimes double as a second pair of arms, and let the primary arms sometimes double as a pair of legs. Shorten the torso by at least a half and add a pronounced abdomen. Turn the eyes green and double their number. Add a voicebox capable of emitting sounds higher than most races can hear, but also capable of lowering just barely into our audible range. Xysticid, voila!
__________________
|
#19
|
|
![]() World Builder Join Date: Apr 2010
Location: Texas, USA
Posts: 32,553
|
![]() How do the Xysticid handle regard mundane spiders? Do they have giant spiders as pets, battle beasts, or silk producing cattle?
__________________
Brought to you by Sanguine Enterprises. My Worldbuilding: http://bloodinkworlds.tumblr.com/ |
#20
|
|
![]() Elune Join Date: Jan 2011
Location: Stromgarde
Posts: 9,556
BattleTag: Erthad #1438
|
![]() I had an idea and went with it. I'm tired so it isn't really that well thought out. I don't really care though.
Men speak of an ancient massive steel door that leads to a sprawling underground city somewhere within the Splitterban Mountains. They say that a giant race of stone men watches guard ever ready to crush any being that intrudes on their mountain domain and the treasure that lies within. Such stories as tall as they seem are mostly true. A city does lie below the mountains, but it is a ghost town, the inhabitants fled or perished a millennia ago. They left behind them hundreds of stone guardians. The guardians carry on as though nothing has changed, as though their masters will return tomorrow. The water flows, the mine carts are pushed, the torches are lit. The city carries on the same as it did a 1000 years ago despite there being no one. No two guardians is the same. They range from 3 feet to 15 feet tall. They are carved from the same stone that the city is carved out of. Each guardian is solid stone carved from a single block. The stone moves and bends as though it were flesh, but when it interacts with anything outside of itself it is stone. They are carved with beards, belts, armor, large noses, small noses, ears, crowns, helmets, and every manor of design imaginable. The creation of the guardians is a secret long lost. Some think that they are mere machines, others believe them to be stone inhabited by the souls of long deceased ancestors. The guardians do not speak, nor do they act in any manor other than maintaining the mountain city.
__________________
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
#21
|
|
![]() Master Worldbuilder Join Date: Sep 2012
Location: A Dying World
Posts: 18,136
|
![]() Xysticids tend to find regular spiders about as adorable as we find puppies and kittens, but although they like them, they don't have much need for them as a society. The only domesticated breeds of spiders on Istos tend toward the ornamental, and these can range in size from about a centimeter to a couple meters squared.
__________________
|
#22
|
|
![]() Eternal Join Date: May 2014
Location: Germany
Posts: 4,989
|
![]() Alright, so here's little something I've been working on. Thoughts and comments are very much welcomed, but please be gentle as I'm not really experienced in worldbuilding and probably not as adept at it.
Rak'shari Far in the southern seas lies a continent that is surrounded by various smaller islands. The continent itself is an incredibly hostile environment, and each day on it is a constant battle for survival. Man-eating plants and massive, primal beasts akin to dinosaurs are just some of the dangers one will encounter if one would be stupid enough to travel there. Arguably among the greatest threats of the continent are the Rak'shari, a race of intelligent, bipedal lizards that are the perhaps the only race that managed to not only survive, but thrive on this continent to the point of establishing a civilization. Biology The key to the success of the Rak'shari is their biology. They're a highly adaptive people and very prone to mutations, constantly evolving. There are two kind of mutations among them: The natural and the consumed ones. The natural ones are, as the name suggests, natural. A Rak'shari that has a specific purpose in society, for example a warrior or a hunter, will over time develop mutations that help him be more efficient at this task. The consumed traits are those that a Rak'shari gains by consuming the flesh or the blood of a slaughtered prey or an enemy. He filters through the traits of his prey and then takes desirable ones as his own. The extent of these mutations vary greatly. It may be a subtle mutation such as keener eye-sight or more resistant scales to extremes such as extra limbs or a significant increase in size and strength to the point where they bare more resemblance to a mountain than to a lizard. However, due to the unstable nature of the mutations, it's possible for Rak'shari to be overwhelmed by the mutations or be completely consumed by the hunger for constant evolutions, rendering them little more than mindless, bloodthirsty beasts. Beliefs Due to their ability to assume traits of something by merely consuming it's blood, the Rak'shari believe blood to be sacred. It is from the blood of their prey and from their own that their draw their strength to survive and thrive in this hostile world. To spill the blood of a Rak'shari is considered to be the greatest of affronts and is sure to ignity their full wrath. They also are disgusted by those that do not have blood, such as constructs or machines, or those whose blood has stopped flowing, like the undead. Rak'shari believe that great deeds in the current life will yield great rewards in the afterlifeIt I even believed that those who perform extraordinary great deeds in their lifes are demigods, and that they ascend to full godhood upon death. Indeed, much of the current pantheon of the Rak'shari is made up of their greatest heroes, warriors, scholars or builders. These gods are oftentimes honored through blood sacrifices, so that the they might drink and grow stronger still in the afterlife and in turn protect and watch over the Rak'shari. There are even entire orders dedicated to feeding their gods with blood - holy warriors marked with sacred signs upon their armor, body and weapons so that all blood that they spill might directly flow to their gods and feed them. It is said that within the temples dedicated to the gods, their godly blood is magically preserverd and watched over, so that in times of great need they might call upon the power of the gods, infusing a chosen, worthy champion with their power. Unsurprisingly the hostile environment of their home continent has led to a "survival of the fittest" mantra for the Rak'shari. The strong survive, the weak die. As such the Rak'shari are cosntnatly hunting and fighting the most dangerous inhabitants of their continent, hoping to increase their strength and versatility by adapting their traits. Being targeted, hunted and then consumed for their traits shows how much the Rak'shari respect and honor the strength of their enemies or prey. By consuming them and taking on their traits, they believe that the consumed one will forever live on within them, granting them a great honor. Due to the rampant mutation and constant evolution of their race, the Rak'shari have a great sense of individuality. No two Rak'shari are alike. Each mutation was developed in response to a challenge that Rak'shari faced in his life or attaiend by consuming an enemy, as such each mutation tells the story of their life and who they are. Society The Rak'shari society operates on a caste system. The three castes are the Priests, the Warriors and the Workers. The Priest caste, as the name suggests, fulfill the role of priests within the society. They're also the mages, the scholars and diplomats among them. The Warrior caste are the soldiers, guards and hunters of the Rak'shari. The Worker caste are the merchants, the builders and engineers, the smiths and the farmers of their society. The castes are binding, but there is some freedom of choice. This ties into their high sense of individuality. Normal Rak'shari are, once they reach a certain age, given a choice if they want to join the workers or the warriors. A Rak'shari with magical capabilities in addition gains the option to join the Priest caste. Once they've joined a caste, the only way of exiting it is through death. Notable Information They extensively use the primal monsters that inhabit their continents as beasts of labor or for war, as livestock ar sometimes simply as pets. Since they are always searching for useful traits that can be consumed, Rak'shari are very interested in studying other lifeforms as well as preserving them, since the extinction of a race would mean less possibly desirable traits and less variety within the world. Tying into the above mentioned desire to gain knowledge about other lifeforms as well as their mastery over blood-magic and the many exotic plants found on their home continent, Rak'shari make for excellent alchemists, doctors and medicine men. Last edited by Gromak; 04-27-2017 at 10:05 AM.. |
#23
|
|
![]() World Builder Join Date: Apr 2010
Location: Texas, USA
Posts: 32,553
|
![]() You're too humble Gromak, they sound awesome.
Questions: Have the Rak'shari established any holdings outside their homeland, trading posts or observation places or anything? What's their architecture like? Mayincatec style like WoW trolls or more organic bone and leather type stuff? Is there conflict between the 'preserve for future' aspect of their culture and the 'survival of the fittest' aspects?
__________________
Brought to you by Sanguine Enterprises. My Worldbuilding: http://bloodinkworlds.tumblr.com/ |
#24
|
||
![]() Master Worldbuilder Join Date: Sep 2012
Location: A Dying World
Posts: 18,136
|
![]() Quote:
I don't think I've seen this word before, but I like it a lot. Triple Portmanteau Combo!
__________________
|
#25
|
||
![]() World Builder Join Date: Apr 2010
Location: Texas, USA
Posts: 32,553
|
![]() Quote:
http://tvtropes.org/pmwiki/pmwiki.php/Main/Mayincatec As an aside, what do folks think should be beyond the veil of constant storms in Gruthar?
__________________
Brought to you by Sanguine Enterprises. My Worldbuilding: http://bloodinkworlds.tumblr.com/ |
![]() |
Tags |
collaboration, solthris, worldbuilding |
Thread Tools | |
Display Modes | |
|
|