Post by Pentharis on Mar 8, 2012 23:48:35 GMT -8
This is the world of PanKhôra. It is named so because it is a meeting place for many worlds. The worlds are divided up into continents, and each continent connected by routes. There are many sections that one can go to. Each section will have its own expanded post, when all edits are finished.
1. ATerra, the Air-lands of sky piracy.
Not so much "land" as just "an amalgamation of ships", this is where most Steampunks go, but anyone can join. They are a kind sect of people, generally. They can be tough, but deep down they tend to be pleasant people. Not to say they can't be "evil". They are just very polite evils.
People in this area are naturally good at piloting. Bird-based, angel, and flying dragon-based creatures can start here, but no other creatures unless justified. Aterrans do not get along well with Cyber-Allies. Aterrans also will not be fond of technology that involves software, but they are very good at fixing machines, naturally. Very good at MacGivering machinery.
*New World Level population.
2. Cyber-Allies, the wide continent of cyberpunk.
What it says on the tin, this is a stout continent, primarily cold, which hosts robots, dark futures, black and neon in conjunction, and the most futuristic technology. Cyber-allies and Aterrans tend not to get along. Cyber-allied people tend to be more gruff, tart, or false than the Aterrans.
Cyber-Allies are better with software than hardware, but can fix small machines if given the right tools. There are very few creatures in the Cyber-Allies area. Those that do exist there are based on domestic animals.
*Highly Civilized level population
3. Savannah Wildlands, an unnamed alliance of creatures.
The Wildlands primarily play host to Anthropomorphised animals (creatures), savage beasts, and gypsy caravans. But then, Gypsies can generally travel anywhere they want to. Don't go out here unless you're good at travelling, and carry sharp knives. And try not to stab anything that can talk unless it wants to eat you. Which it might. Wildland characters tend to react on impulse and aren't too bright, unless they are Gypsies. As a tradeoff, they tend to be stronger and swifter.
*Uncivilized level population
4. Nautilus Wavelands, below the seas.
Most people who walk on land can't tell the difference between the humanoid creatures that live under the water, which could mean the difference between having a pleasant but awkward chat with a mermaid in your submarine, and having your internal organs ripped out by some very angry sirens. Undersea breeds of creatures are excellent at swimming and holding their breath (if they even need to breathe air at all). Unfortunately, their skills on land are terrible, if they can get on land at all. They are better at magic than some humans, but their actual understanding of things like textbooks can be garbled at best. They have no skill what-so-ever with technology, unless raised by a human first. Even then, they tend to be indelicate and incompatible with most technologies.
Some humans have populated domes or large submarines under the waves. These humans have excellent swimming, better strength, tend to be good with technology related to under-water research, and are often very intelligent. They also tend to be a bit spineless, innocent, have weak immune systems, and aren't very good at fighting, typically.
*Uncivilized population outside of human areas, within human areas can be New World to Highly Civilized levels of population.
5. Meradil, the green lands.
This is your generic fantasy setting, really. A massive expanse of green grass, rivers, trees, etcetera, that connects much of the globe. There are warring nations, many kinds of creatures, and large towns that can have the highlights of medieval-to-renaissance culture. The closer one gets to the Cyber-allies, the further along in the time stream. The closer one gets to the wildlands and the mountains, the more ancient. These cultures are primarily earth-like, but how they got there was -and is- anyone's guess.
People from these areas can be artsy, a little bit petty, be in guilds, run solo, be adventurers, whatever. But depending on the location, characters from this location might also be creatures such as minotaurs, centaurs, gorgons, whatever happens to be the proper location. (Maps will come eventually.)
*Small Town level population
6. Frozen Tundras of the Ice Queen
At the "top" of the world, and along the more ancient top edges of Meradil (on the bottom edges is the Wildlands), there are mountains. Even the foothills can be coated with ice, but stop rather suddenly, for more tropical regions beneath them. This sudden stop is related to the proximity of the mountain to the Ice queen, a figure so powerful that the gods themselves to not tend to dwell on her. Servants of hers can be well paid, or killed suddenly. You take your chances with this one. Any time you traverse a mountain, you had better hope you are in her favour.
Creatures in the mountains are better off than humans. humans living around these areas are predisposed to tolerating cold better, but can't handle heat well. They are physically tougher. Could be useful for a thief to be trained here, since their fingers would not numb as easily. Hunters are also popular here, because of their tendency to get valuable furs. People who live here tend to be better gamblers. You have to have good luck, if you're going to survive. Creatures that are in the mountains have thick fur, and must be careful that they don't overheat when they leave the mountains. They also tend to be great hunters, either very strong, or very dextrous. Since snow obscures vision, and these areas are very dark, creatures here are better at fighting based on senses other than sight.
*Abandoned to Small Town population level
7. Tropical lands of Trimador
These areas house the smartest creatures. Small patches of rainforest around the bottom of the wildlands, these areas house the brightest birds, fast and inteligent creatures and humans. It's a veritable paradise for teaching thieves, but few places other than big and ancient palaces, temples, and tombs have any money what-so-ever. These places aren't easy to steal from, better to get a group of friends to help if you're going to raid them.
*Uncivilized to Small Town level population
8. Sandy beach-deserts of Qarsil
You read that right. Beach-deserts. Beach on one side of the strand, sand on the other. Attached peripherally to the wildlands and jungles, this sandy strip houses a few palaces of sultains with great wealth, hidden tombs, and -surprisingly- sun vampires.
People who live here are often brow-beaten by the sun-vampires, in order to avoid getting killed or turned into servants. People here are often tan or dark-skinned, lizard-creatures like to live in these areas, sun-vampires never leave them (they are an NPC race only, for now). One might earn favour here by overthrowing some of the vampires or sultans.
People and creatures who live here are very heat-resistant, and can be very good swimmers, and good with money because of the constant trade in this area.
*Abandoned to Small Town level population
9. Island regions of Areyu- West and East
To either side of PanKhora's primary continent, there's the West and East islands of Areyu. They are rather closed off, full of inteligent humans and creatures alike who live in general peace, except with each-other. They are trading cities, but never let out much about their own societies. Since the islands split their population many years before accurate histories were kept, Islands West and East have followed separate deities, and have separate (but in some ways, similar) cultures. There is both technology and incredible culture in these places, but the people follow their own religions, rather than following the three primary gods of the world, so they are set apart somewhat from other characters. This set of islands can be equated with Earth's Oriental regions in terms of aesthetics, population, food, culture, etcetera.
People who live here are inteligent, cultured, respectful, and can be swift and strong fighters. They aren't often leaders, but can make for the most trustworthy friends, if their trust can be earned. Creatures here can be more inteligent than some humans. Dragon-based characters born here are more accepted by human communities in all locations outside of the Wildlands (Gypsies excluded) and some areas of Meradil.
*Depending on location, any population level can be found here.
10. Black Lands
At the opposite of the mountains are the "black lands". A massive blot of land that is either very cold or very hot depending on the time of year, with little in-between. The area is so hostile that it takes undeads, robots, or truly resiliant legendary beings to live here. for visiting, one has to be very cautious.
People and creatures who live here are more predisposed to mental illness, but aren't easily shocked. They tend to be closer to an "evil" alignment. Lawful-good characters cannot live here by their own will. The exception to this is cold-blooded creatures. Humans cannot fly to these areas by means of man-made transport, nor can they take submarine-based transport. Full ships can travel, but the seas are often very rough.
*Abandoned level population
11. Alien planets.
This will be filled in as we go. Who knows? Maybe there is intelligent life out there.
*Unknown level of Population
12. Gypsies
Gypsies can travel to any location, providing they have the right transport to get there. They do not live in any one location for any length of time, and must frequently be on the move. Gypsies cannot stay in one location for more than a night without starting to get stir-crazy, and may get into trouble because of this. Gypsies have their own culture, are very religious about whatever religion they pick (they can freely pick any religion, regardless of location, so long as it fits their character class), and are very superstitious, but not necessarily about traditional superstitions. Gypsies have their own lore, and know a good deal of information about music, creatures, animals, other cultures, toxins, and travelling without mechanical aid. Gypsies also tend to make fast and serious friendships, and get offended fairly easily. If offended, they may get revenge in the form of curses, or surprise backstabbings, depending on how much one pisses them off.
No gypsy will start on an alien planet (yet, at least).
13. Ornithisauria, the Underground
Burrowing through the land at either one of the poles leads to a mysterious new land, and there's a hell of a lot more than dragons down there. This land is primarily unexplored, and nobody can be born in or have lived here. But hey, it'l be cool to check out.
* Abandoned level of population
I'll work on a map when I have the time, so we can see if this map makes any sense at all.
1. ATerra, the Air-lands of sky piracy.
Not so much "land" as just "an amalgamation of ships", this is where most Steampunks go, but anyone can join. They are a kind sect of people, generally. They can be tough, but deep down they tend to be pleasant people. Not to say they can't be "evil". They are just very polite evils.
People in this area are naturally good at piloting. Bird-based, angel, and flying dragon-based creatures can start here, but no other creatures unless justified. Aterrans do not get along well with Cyber-Allies. Aterrans also will not be fond of technology that involves software, but they are very good at fixing machines, naturally. Very good at MacGivering machinery.
*New World Level population.
2. Cyber-Allies, the wide continent of cyberpunk.
What it says on the tin, this is a stout continent, primarily cold, which hosts robots, dark futures, black and neon in conjunction, and the most futuristic technology. Cyber-allies and Aterrans tend not to get along. Cyber-allied people tend to be more gruff, tart, or false than the Aterrans.
Cyber-Allies are better with software than hardware, but can fix small machines if given the right tools. There are very few creatures in the Cyber-Allies area. Those that do exist there are based on domestic animals.
*Highly Civilized level population
3. Savannah Wildlands, an unnamed alliance of creatures.
The Wildlands primarily play host to Anthropomorphised animals (creatures), savage beasts, and gypsy caravans. But then, Gypsies can generally travel anywhere they want to. Don't go out here unless you're good at travelling, and carry sharp knives. And try not to stab anything that can talk unless it wants to eat you. Which it might. Wildland characters tend to react on impulse and aren't too bright, unless they are Gypsies. As a tradeoff, they tend to be stronger and swifter.
*Uncivilized level population
4. Nautilus Wavelands, below the seas.
Most people who walk on land can't tell the difference between the humanoid creatures that live under the water, which could mean the difference between having a pleasant but awkward chat with a mermaid in your submarine, and having your internal organs ripped out by some very angry sirens. Undersea breeds of creatures are excellent at swimming and holding their breath (if they even need to breathe air at all). Unfortunately, their skills on land are terrible, if they can get on land at all. They are better at magic than some humans, but their actual understanding of things like textbooks can be garbled at best. They have no skill what-so-ever with technology, unless raised by a human first. Even then, they tend to be indelicate and incompatible with most technologies.
Some humans have populated domes or large submarines under the waves. These humans have excellent swimming, better strength, tend to be good with technology related to under-water research, and are often very intelligent. They also tend to be a bit spineless, innocent, have weak immune systems, and aren't very good at fighting, typically.
*Uncivilized population outside of human areas, within human areas can be New World to Highly Civilized levels of population.
5. Meradil, the green lands.
This is your generic fantasy setting, really. A massive expanse of green grass, rivers, trees, etcetera, that connects much of the globe. There are warring nations, many kinds of creatures, and large towns that can have the highlights of medieval-to-renaissance culture. The closer one gets to the Cyber-allies, the further along in the time stream. The closer one gets to the wildlands and the mountains, the more ancient. These cultures are primarily earth-like, but how they got there was -and is- anyone's guess.
People from these areas can be artsy, a little bit petty, be in guilds, run solo, be adventurers, whatever. But depending on the location, characters from this location might also be creatures such as minotaurs, centaurs, gorgons, whatever happens to be the proper location. (Maps will come eventually.)
*Small Town level population
6. Frozen Tundras of the Ice Queen
At the "top" of the world, and along the more ancient top edges of Meradil (on the bottom edges is the Wildlands), there are mountains. Even the foothills can be coated with ice, but stop rather suddenly, for more tropical regions beneath them. This sudden stop is related to the proximity of the mountain to the Ice queen, a figure so powerful that the gods themselves to not tend to dwell on her. Servants of hers can be well paid, or killed suddenly. You take your chances with this one. Any time you traverse a mountain, you had better hope you are in her favour.
Creatures in the mountains are better off than humans. humans living around these areas are predisposed to tolerating cold better, but can't handle heat well. They are physically tougher. Could be useful for a thief to be trained here, since their fingers would not numb as easily. Hunters are also popular here, because of their tendency to get valuable furs. People who live here tend to be better gamblers. You have to have good luck, if you're going to survive. Creatures that are in the mountains have thick fur, and must be careful that they don't overheat when they leave the mountains. They also tend to be great hunters, either very strong, or very dextrous. Since snow obscures vision, and these areas are very dark, creatures here are better at fighting based on senses other than sight.
*Abandoned to Small Town population level
7. Tropical lands of Trimador
These areas house the smartest creatures. Small patches of rainforest around the bottom of the wildlands, these areas house the brightest birds, fast and inteligent creatures and humans. It's a veritable paradise for teaching thieves, but few places other than big and ancient palaces, temples, and tombs have any money what-so-ever. These places aren't easy to steal from, better to get a group of friends to help if you're going to raid them.
*Uncivilized to Small Town level population
8. Sandy beach-deserts of Qarsil
You read that right. Beach-deserts. Beach on one side of the strand, sand on the other. Attached peripherally to the wildlands and jungles, this sandy strip houses a few palaces of sultains with great wealth, hidden tombs, and -surprisingly- sun vampires.
People who live here are often brow-beaten by the sun-vampires, in order to avoid getting killed or turned into servants. People here are often tan or dark-skinned, lizard-creatures like to live in these areas, sun-vampires never leave them (they are an NPC race only, for now). One might earn favour here by overthrowing some of the vampires or sultans.
People and creatures who live here are very heat-resistant, and can be very good swimmers, and good with money because of the constant trade in this area.
*Abandoned to Small Town level population
9. Island regions of Areyu- West and East
To either side of PanKhora's primary continent, there's the West and East islands of Areyu. They are rather closed off, full of inteligent humans and creatures alike who live in general peace, except with each-other. They are trading cities, but never let out much about their own societies. Since the islands split their population many years before accurate histories were kept, Islands West and East have followed separate deities, and have separate (but in some ways, similar) cultures. There is both technology and incredible culture in these places, but the people follow their own religions, rather than following the three primary gods of the world, so they are set apart somewhat from other characters. This set of islands can be equated with Earth's Oriental regions in terms of aesthetics, population, food, culture, etcetera.
People who live here are inteligent, cultured, respectful, and can be swift and strong fighters. They aren't often leaders, but can make for the most trustworthy friends, if their trust can be earned. Creatures here can be more inteligent than some humans. Dragon-based characters born here are more accepted by human communities in all locations outside of the Wildlands (Gypsies excluded) and some areas of Meradil.
*Depending on location, any population level can be found here.
10. Black Lands
At the opposite of the mountains are the "black lands". A massive blot of land that is either very cold or very hot depending on the time of year, with little in-between. The area is so hostile that it takes undeads, robots, or truly resiliant legendary beings to live here. for visiting, one has to be very cautious.
People and creatures who live here are more predisposed to mental illness, but aren't easily shocked. They tend to be closer to an "evil" alignment. Lawful-good characters cannot live here by their own will. The exception to this is cold-blooded creatures. Humans cannot fly to these areas by means of man-made transport, nor can they take submarine-based transport. Full ships can travel, but the seas are often very rough.
*Abandoned level population
11. Alien planets.
This will be filled in as we go. Who knows? Maybe there is intelligent life out there.
*Unknown level of Population
12. Gypsies
Gypsies can travel to any location, providing they have the right transport to get there. They do not live in any one location for any length of time, and must frequently be on the move. Gypsies cannot stay in one location for more than a night without starting to get stir-crazy, and may get into trouble because of this. Gypsies have their own culture, are very religious about whatever religion they pick (they can freely pick any religion, regardless of location, so long as it fits their character class), and are very superstitious, but not necessarily about traditional superstitions. Gypsies have their own lore, and know a good deal of information about music, creatures, animals, other cultures, toxins, and travelling without mechanical aid. Gypsies also tend to make fast and serious friendships, and get offended fairly easily. If offended, they may get revenge in the form of curses, or surprise backstabbings, depending on how much one pisses them off.
No gypsy will start on an alien planet (yet, at least).
13. Ornithisauria, the Underground
Burrowing through the land at either one of the poles leads to a mysterious new land, and there's a hell of a lot more than dragons down there. This land is primarily unexplored, and nobody can be born in or have lived here. But hey, it'l be cool to check out.
* Abandoned level of population
I'll work on a map when I have the time, so we can see if this map makes any sense at all.