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WoE: Locations

Discussion in 'Roleplay Institute' started by Ryan, Mar 30, 2014.

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  1. Ryan

    Ryan lasagna bad

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    Charizardite X ★★★★
    For those interested in helping with this topic, apply here. Discussions and work for this subject will go in this thread. When your team has finalized its work, please send it to WoE Official via private message.

    The team leaders' names will be in italics.

    While I'm on every team, please keep in mind that it will be difficult to keep track of everything. We'll be doing our best with this project!

    Team Members:
    - ID Zeta
    - Satix
     
  2. ID Zeta

    ID Zeta Resident Physicist

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    I'd like to help with Locations, Districts/Kingdoms, and Geology, seeing as all of those subjects go somewhat hand-in-hand. I'll draw up a quick map with my current ideas for continents, districts/kingdoms, and important locations soon.

    I'll probably post similar things on all three threads, so if I post on multiple threads within a short time, you only need to read one of them (so save time).
     
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  3. ID Zeta

    ID Zeta Resident Physicist

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    This is an idea for a city/kingdom I've been considering. I'll edit it as I finalize some of the details or if suggestions come in.

    Endymion:
    Endymion is an important center of magic and knowledge. From the outside, it looks like little more than a fortified city; a high exterior wall encompasses the entire area, with four gates leading into the city. Passing though this wall reveals a very different picture; grand structures carved from white marble line the streets. The very air seems to dance with magical energy. Endymion is divided into six sub-districts: the North, the South, the East, the West, the Outer, and the Center Districts, each of which have their own highlights. The North District houses the Library of Endymion, an impressive institution and a gathering place for scholars and mages. The East District is home to the Elementary School of Magic, which teaches young wizards about magic and how to use basic spells. The South District features the Intermediary School of Magic, the equivalent of "middle school" for aspiring mages. It teaches students about the history of magic, as well as how to use spells that can be used in day-to-day life. The West District contains the Advanced School of Magic, which has separate institutions depending on which area of magic students want to study further. The Outer District, which surrounds everything else, is itself roughly in half. The northern half is where most of the merchants are, and the south has housing for the poorer residents. The Center District is dominated by a grand tower, the seat of power for the Archmage (who acts as the "king") and also home to the legendary Endymion College of Magic, where mages can expand their knowledge of magic even further and train to become mentors. The tower is also said to contain a powerful magical artifact from ancient times, but most regard it as nothing more than myth.
    The city was built atop a sizable deposit of rare magical crystals, which the city uses extensively due to their properties. The mining, refining, and trading of these crystals is a major driving force of Endymion's economy. The schools of Endymion are even built with some of these crystals embedded into their walls. The crystals are a closely guarded treasure; the border patrol ensures that they only leave the city through trading caravans, not through the pockets of potential smugglers.
    Culture: Endymion has a very scholarly atmosphere. School is in session nearly all the time; the only long break occurs after Graduation Day, and it only lasts for a month. Most of population consists of mages and scholars. Most of the residents are fairly wealthy and live their lives accordingly. Most of their time is spent studying or practicing magic. They take their studies very seriously; after all, magic is a hard thing to master.
    Rituals/Celebrations: Graduation Day, Showcase of the Arts (multiple times per year)
     
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  4. Ryan

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    That's incredible! Sorry for the delayed reply, I had one typed up yesterday but I guess I exited out before clicking on post. I've made you the team leader if that's alright. We could make this one of the primary human kingdoms since a good portion of them will be mages.
     
  5. ID Zeta

    ID Zeta Resident Physicist

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    Before I sketch up a map, I have to ask... About how many continents would be ideal? I personally think 5 is a good number. Smaller islands or subcontinents can be added if needed. 2 of the main continents could be ice caps, one on Eda's North Pole and one on the South Pole. One of them could predominantly be covered by a desert, another by a jungle, and the third by a moderate grassland. I'm just looking for a little bit of reassurance before I rush ahead.
     
  6. Ryan

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    I think around five sounds good. We're planning on having a few different types of seas (normal then cool ones like one made of fire). Thanks so much for your help!
     
  7. ID Zeta

    ID Zeta Resident Physicist

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    Since I'm leaving for Boston later today, I just wanted to post what I have of the map now so you have something to work with. It's a pretty crude Photoshop job, I know, but I can spruce it up later. Note that the background color shouldn't be white, but the white within the circle should be.

    [​IMG]

    This is just the eastern hemisphere, I haven't worked on the western hemisphere yet. Once both sides are finished, I can divide them up into the various kingdoms and name everything. I'm planning on having six continents instead of the original five, one of which will be basically a dark wasteland surrounded by a sea of fire (or lava, if that makes more sense). The ice caps have small habitable regions on the coasts, but are otherwise covered with glaciers. These are mostly uninhabited, except for a few nomadic tribes. The continent on the left has a more arid environment, and the middle and southern parts are covered mostly desert. The continent on the right has a more temperate climate, with forests and grasslands and the like. The little island beside it shares this climate.
     
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  8. Ryan

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    That looks great. I like where it's going. We should probably move this discussion to geology, then we start writing up the individual locations we'll post those here, and when we divide up the districts and kingdoms, we'll post it in that thread.
     
  9. Ryan

    Ryan lasagna bad

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    I might get a proper written description for these places done tomorrow, but I don't have any promises.

    Pyricis - Merpeople kingdom/capital of the fire sea
    Undairis - Merpeople kingdom/capital of the water sea

    Maybe we should have a few other bodies of liquid they can live in? Like, poison, mud, etc.
     
  10. ID Zeta

    ID Zeta Resident Physicist

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    Oddly enough, I had an idea for a merpeople kingdom myself. I think I'll roll with yours, though. I'm anxious to see the descriptions.

    The only other body of liquid that would make sense for something to live in would be either really salty water or really acidic water... (Then again, skrew logic; this is a fantasy RP) It's an interesting idea, but I'm not sure how we'd make it work.
     
  11. Ryan

    Ryan lasagna bad

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    We could implement yours as well - what was it?
     
  12. ID Zeta

    ID Zeta Resident Physicist

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    My idea was along the lines of this:

    Lemuria - A sunken city that was once the capital of an ancient, powerful nation. The city sank after an earthquake caused part of a continent to slide into the ocean. Now, merpeople inhabit the ruins, and they've done a surprising job at keeping what's left of the city in pristine condition.

    This is by no means the finished description, this is just what I have right now.
     
  13. ID Zeta

    ID Zeta Resident Physicist

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    A idea I've been dwelling on:

    Krahkann - The name of this place comes from a long-dead language; the word roughly translates to "darkness". This describes one of the few facts about this realm, and hence why it is more commonly referred to as "the Shadow Lands": It is a very dark place. Not only is there little light, but an abundance of negative energy can be found here. Krahkann exists separately from Eda as it's own pocket dimension. The most conventional way to gain access to it is to make a portal via dark magic, but that knowledge is hard to come by. There are a few places on Eda that are tethered to Krahkann, dimensional holes where excess negative energy leaks out and collects. Occasionally, denizens of the Shadow Lands stumble upon these dimensional holes and fall through them into Eda; sometimes, it's the other way around. Not much is known about this realm, most likely because few who venture there return, and fewer still are sane enough to tell the tale. What is understood is this: There are horrors in Krahkann that make even the bravest of men tremble with fear.
     
  14. Pari

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    I've been sitting on this one for a while, and decided to get the basics down.

    Eldessa - The city of Eldessa sits almost exactly on the center point of the desert. Very few of its inhabitants venture out beyond the walls and its single entrance. Many people do not try to make the trip to it either, but those that do and survive the harsh trek across the desert tell of how warmly they were received when the gate was opened. Eldessa's people are open and friendly to anyone who enters, providing them with suitable clothes for the stay and supplies when they are ready to head back. They dress in thin brightly colored clothing during the day and bundle up in the evenings, having rapidly learned and adapted to the ways of the desert. Their houses are made of mudbrick, and often have intricate designs chiseled into them.
    Eldessa is rumored to be the best place in Eda to see the stars. The inhabitants of the city are avid starwatchers, and many of the tales passed down the generations are about the constellations. Almost every night they will go out and just stare up at the night sky.
    Celebrations: Stargazer Carnivale, Festival of the Twin Suns
    Stargazer Carnivale: Held once every month. The people of Eldessa will go out and celebrate under the stars all night, only going to sleep when the sun begins to rise. People play music, dance, and sing the stories of the constellations. It is a celebration of joy and appreciation of the night.
    Festival of the Twin Suns: Occurs on the first of the year and the summer solstice. Living in the desert, many people of the city pray and worship Solaris, goddess of the suns, For the whole day they will celebrate and worship Solaris, sacrificing food and other offerings to her. They tell many stories of her rebirths, and tell of Eda's End where the goddess is said to sleep and where no one has ventured before.
     
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  15. ID Zeta

    ID Zeta Resident Physicist

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    I was actually considering something similar to this, but you beat me to it. >-> I don't mind. In fact, I kinda like yours better.
     
  16. Ryan

    Ryan lasagna bad

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    This will replace the Twilight Dimension if that's okay with you. Very similar to it, but it has a better name and a description that's actually written out.

    Excellent job! It's really coming along nicely. I'll have the description of Eda's End up sometime soon.
     
  17. astrocartog

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    Here's an idea I just came up with. If it's awful, tell me so and I'll see what I can do.

    Koroka-A mountain city found on the outside of the magma sea. The city is home to the Bahn people. The buildings of the city are meticulously carved into the mountain and have been so since before anyone alive could remember. The mountain, being one of the largest surrounding the magma sea, houses millions. The bottommost section of the rocky mountain is home to the average peasants and low-income city-dwellers. As the mountain tapers, so does the population. The second ring, strictly separated from the ring before and after it, houses the commonfolk. Lower-end merchants and skilled laborers can be found in this section of the mountain. Their homes are slightly larger than those below and the builders obviously spent more time detailing the exteriors and interiors before deciding them to be move-in ready. The houses in this level are designed with etched pillars and carefully engraved doors and windows, though many aspects were still quite crude. A set of gates separates the first two levels from the final two. The next level up is home to the specialty merchants and highly skilled service providers. This circle of Bahn is carefully and intricately carved into the rock of the mountain with well-decorated buildings that are larger than the ones in either of the previous levels of Koroka. The fourth and final level is gated off from the previous three and is home to the royalty of the Bahn. High aristocrats are also found on this level, but little to no businesses are found anywhere near the Royal Circle, as this final level is called. The name does not do the beauty of the city justice, however, and few know of the mountain's beauty. The final level is barref off from normal visitors and its gates are opened only at the queen's request. Lady Elenborn, queen of the Koroka Mountain, is a sight to behold. Older than most, the royal bloodline has been infused with endearing and physically appealing qualities. The queen, as well as her husband and two children, are taller than the average Bahn, with brighter colors and a sometimes overwhelming presence. When angered, the queen is a threat to be reckoned with, despite her usually calm and pleasant manner. The palace, carved into the very top of the mountain, is extravagant and enormous. Its several wings hold their own secrets and few have been privileged enough to see its inside for themselves. The interior of the palace is brightly lit by torches and magical light and its moulding and walls are inlayed with gold leaf to give it a shimmering appearance. The palaces' wings each have their own spire, the tallest being home to the royal family. The city is a sight to behold and can bee seen from the sea miles away. Most Bahn originate here, but many who are not well-to-do leave the city because its lower two levels are pretty but leave no room for self-improvement.
    I hope this is a long enough description. If there are any questions, I would be happy to answer!
     
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  18. ID Zeta

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    A thorough description, I think. I like how there's a caste system (very rigid social structure, if you don't know what that term means), it adds some diversity.
     
  19. astrocartog

    astrocartog School Kid

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    Yes I tried to make the city as caste-based as possible. I have plenty of other ideas if you're open to them.
     
  20. ID Zeta

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    Aquilus:
    The largest of the fishing colonies that line the shores of the Great Northern Continent, Aquilus serves as the main trading port in the North. The necessities that can't be found on the Continent are supplied by traders, and goods only available from the Continent, such as fine furs and fish, come through here. It is far from an extravagant place; the buildings are all wooden, since the stone is far too hard to cut and shape. Despite the lack of real luxury and the cold, some of the hardiest people in all of Eda can be found here. After all, life is a constant challenge in the frigid colonies, so everyone must carry their own weight. Those looking for a simple life, away from the complexities of elsewhere, often settle down in Aquilus.
    Celebrations: None
     
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