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ard_al-mi_ad [2019/08/04 16:01]
evilgm created
ard_al-mi_ad [2020/05/11 11:44] (current)
evilgm [Desolation]
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 ==== Day/Night Cycles ==== ==== Day/Night Cycles ====
  
-Ard Al-Mi’ad sports two suns (Sel and Adl) and one evening star (Kâzon), but no moons. ​ The temperatures during the day can reach in excess of 130° F in direct sunlight. ​ At night the temperatures can drop to as low as 40° F, which is a veritable freezing death to those not accustomed to it.  Day typically lasts about 6 weeks in a shot, with night lasting about 3 weeks, due to unusual celestial mechanics. ​ Some creatures are day active, while others only come out at night, hibernating during the heavy days to conserve energy.+Ard Al-Mi’ad sports two suns (Sel and Adl) and one evening star ([[Kâzon]]), but no moons. ​ The temperatures during the day can reach in excess of 130° F in direct sunlight. ​ At night the temperatures can drop to as low as 40° F, which is a veritable freezing death to those not accustomed to it.  Day typically lasts about 6 weeks in a shot, with night lasting about 3 weeks, due to unusual celestial mechanics. ​ Some creatures are day active, while others only come out at night, hibernating during the heavy days to conserve energy.
 ===== Storms and Rainfall ===== ===== Storms and Rainfall =====
  
-Due to the unpredictable movement of the Ur-Kal-Dûhn,​ especially The Stormbringer,​ storms are chaotic in their frequency. ​ Sandstorm are common, ranging in power from mild annoyance to flesh stripping fury.  Rainfall is often short-lived,​ but exceptionally intense when it occurs, dropping feet of rain in minutes, giving rise to flash floods. ​ Rainfall often occurs in the Ahket mountains, flowing through the Riven Hills, and then overflowing the Sobek river basin, which is a key part of life and survival in the desert. ​ The heavy rainfall can, at times, create horrific flash floods that can sweep away even the hardiest of creatures to a painful death. ​ Some creatures, great amphibians chiefly among them, come out during the floods to feed and breed. ​ Plantlife takes advantage of the floods to store significant water. ​ What doesn’t get siphoned off by the cities or life in general, ends up in the great Benben salt marsh.+Due to the unpredictable movement of the Ur-Kal-Dûhn,​ especially ​[[The Stormbringer]], storms are chaotic in their frequency. ​ Sandstorm are common, ranging in power from mild annoyance to flesh stripping fury.  Rainfall is often short-lived,​ but exceptionally intense when it occurs, dropping feet of rain in minutes, giving rise to flash floods. ​ Rainfall often occurs in the Ahket mountains, flowing through the Riven Hills, and then overflowing the Sobek river basin, which is a key part of life and survival in the desert. ​ The heavy rainfall can, at times, create horrific flash floods that can sweep away even the hardiest of creatures to a painful death. ​ Some creatures, great amphibians chiefly among them, come out during the floods to feed and breed. ​ Plantlife takes advantage of the floods to store significant water. ​ What doesn’t get siphoned off by the cities or life in general, ends up in the great Benben salt marsh.
  
 ===== Notable Areas/​Features ===== ===== Notable Areas/​Features =====
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 ==== The Ashmounts ==== ==== The Ashmounts ====
  
-A series of volcanoes on the southeastern edge of the Akhet Mountains, thought to be the resting place of the White Whale, or “Duat Hedjet” in Elven, often seen in the sky surrounding the area.  The volcanoes are active and are often seen spewing ash, though rarely, in recent memory have they erupted. ​ Some Mokattam are known to practice feats of bravery and discovery in the area as a rite of passage to earn a place among the Elders of their race.+A series of volcanoes on the southeastern edge of the Akhet Mountains, thought to be the resting place of the White Whale, or “[[Duat Hedjet]]” in Elven, often seen in the sky surrounding the area.  The volcanoes are active and are often seen spewing ash, though rarely, in recent memory have they erupted. ​ Some Mokattam are known to practice feats of bravery and discovery in the area as a rite of passage to earn a place among the Elders of their race.
 ==== Benben ==== ==== Benben ====
  
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 ==== Desolation ==== ==== Desolation ====
  
-Former homeland of the Orcs, known to them as Navah. ​ It is the only known location of a UKD that does not wander. ​ Endless speculation abounds as to why, though most accept that Baalim is a death god, fixated upon death. ​ In order to enter Desolation, one most commit a blood sacrifice, coat their bodies in the blood of the sacrificed, and then may enter. ​ This ritual is required of all living things that would enter, however, very few animals, no matter how well trained, willingly enter into Desolation unless driven by something horrible. ​ Eventually Baalim’s gaze will turn upon you within his realm, and those whose sacrifice is no longer acceptable, or never made one to being with, their lives are instantly forfeit. ​ Another unusual aspect of Desolation is that there is no aging or decay of the bodies there within its zone, kept in a state of eternal repose. ​ Plant life exists, but whether or not it is endless as well is unknown as this effect has never been studied. ​  ​Regardless of whether or not your sacrifice is accepted, those who disturb the bodies of the fallen within Desolation are likewise instantly killed. ​ Rumor has it that the winds of the Stormbringer cannot reach into Baalim’s domain.+Former homeland of the Orcs, known to them as [[Navah]].  It is the only known location of a UKD that does not wander. ​ Endless speculation abounds as to why, though most accept that Baalim is a death god, fixated upon death. ​ In order to enter Desolation, one most commit a blood sacrifice, coat their bodies in the blood of the sacrificed, and then may enter. ​ This ritual is required of all living things that would enter, however, very few animals, no matter how well trained, willingly enter into Desolation unless driven by something horrible. ​ Eventually Baalim’s gaze will turn upon you within his realm, and those whose sacrifice is no longer acceptable, or never made one to being with, their lives are instantly forfeit. ​ Another unusual aspect of Desolation is that there is no aging or decay of the bodies there within its zone, kept in a state of eternal repose. ​ Plant life exists, but whether or not it is endless as well is unknown as this effect has never been studied. ​  ​Regardless of whether or not your sacrifice is accepted, those who disturb the bodies of the fallen within Desolation are likewise instantly killed. ​ Rumor has it that the winds of the Stormbringer cannot reach into Baalim’s domain.
 ==== Karanda ==== ==== Karanda ====
  
-Ancient homeland of the Humans, per legend, on the other side of The Salt March. ​ It was last known to exist roughly 2000 years ago, about the time when Humans first settled in the Sobek River Basin at New Karanda. ​ No contact has been made with Karanda since then, although rumors periodically surface of a Karandan surfacing at various locations, it has never been proven to still exist. ​ Most suspect that either it was also destroyed during the breaking, or is just so remote on the other side of The Salt Marches as to be impossible to reach.+Ancient homeland of the [[Humans]], per legend, on the other side of The Salt March. ​ It was last known to exist roughly 2000 years ago, about the time when Humans first settled in the Sobek River Basin at New Karanda. ​ No contact has been made with Karanda since then, although rumors periodically surface of a Karandan surfacing at various locations, it has never been proven to still exist. ​ Most suspect that either it was also destroyed during the breaking, or is just so remote on the other side of The Salt Marches as to be impossible to reach.
 ==== New Karanda ==== ==== New Karanda ====
  
-Former human settlement on the edge of the Sobek River Basin, now desolate, but home to various denizens without a formal home.  Destroyed during ​the breaking ​by the fury of the Stormbringer,​ due to insufficient structural integrity of their buildings. ​ Shortly after the destruction of New Karanda, the Elves left the Sobek River Basin for Myth Celestia, and New Karanda was abandoned by the human, who fled to the meager protection of the tri-cities of the Sobek. ​ Plans are routinely made and abandoned by various races to reclaim New Karanda.+Former human settlement on the edge of the Sobek River Basin, now desolate, but home to various denizens without a formal home.  Destroyed during ​The Breaking ​by the fury of the Stormbringer,​ due to insufficient structural integrity of their buildings. ​ Shortly after the destruction of New Karanda, the Elves left the Sobek River Basin for Myth Celestia, and New Karanda was abandoned by the human, who fled to the meager protection of the tri-cities of the Sobek. ​ Plans are routinely made and abandoned by various races to reclaim New Karanda.
 ==== The Salt March ==== ==== The Salt March ====
  
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 === Aanoris Unarith === === Aanoris Unarith ===
  
-The largest of the three cities, and home to all races of earth, though principally Humans. ​ Unarith holds the seat of the five ruling families the Ozun, Vora, Mara, Rinehart, and Burgess and is the closest to a capital of the Humanoid realm. ​ The largest markets are found here.+The largest of the three cities, and home to all races of earth, though principally Humans. ​ Unarith holds the seat of the five ruling families the [[Ozun]][[Vora]][[Mara]][[Rinehart]], and [[Burgess]] and is the closest to a capital of the Humanoid realm. ​ The largest markets are found here.
 === Sobek River === === Sobek River ===
  
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 Flood season is when a series of storms, often quite violent, strike the Akhet Mountains and Riven Hills, dumping large volumes of water, which can cause raging floods. ​ At times the water level of the river can rise over 20 ft, heaving beyond its bounds and causing a swift and vicious end to all that are caught in its wake.  These floods fan out through the land and blanket the area with water, though most dangerously in the Sobek River Basin itself. ​ Although short lived, many plants burst into life and some amphibians and other denizens of the sand emerge from long slumbers to feed and breed during the time of storms, often to return to their subterranean dwelling awaiting the next time of the flood long before the waters have fully receded. Flood season is when a series of storms, often quite violent, strike the Akhet Mountains and Riven Hills, dumping large volumes of water, which can cause raging floods. ​ At times the water level of the river can rise over 20 ft, heaving beyond its bounds and causing a swift and vicious end to all that are caught in its wake.  These floods fan out through the land and blanket the area with water, though most dangerously in the Sobek River Basin itself. ​ Although short lived, many plants burst into life and some amphibians and other denizens of the sand emerge from long slumbers to feed and breed during the time of storms, often to return to their subterranean dwelling awaiting the next time of the flood long before the waters have fully receded.
  
 +==== Freeholds ==== 
 +The Freeholds are independent lands that do not owe any overt allegiance to any one party, race, or faction. ​ They are built outside of the Sobek Valley, and the laws of those locations are varied and many, set by the leaders or councils that run them.  Freeholds are size limited based upon the exposed surface-level bedrock that they can build upon.  The following Freeholds have been of specific significance:​ 
 +  * [[Firenze|Firenze]] - a trading outpost near the outskirts of [[Navah|Navah]],​ the former [[Orcs|Orcish Nomad Lord]] homeland. ​ This Freehold was a trading hub for [[Rashkarr|Rashkarr]],​ in a deal with Donatella and Fabio [[Buonarroti|Buonarroti]],​ proprietors of the trading post and inn.  Later this town was the new base of operations of former [[Praetor D'​Meri|Praetor D'​Meri]],​ turned mercenary lord, [[Praetor Elsbeth Reinhart|Praetor Elsbeth "​Taala"​ Reinhart]], post Rashkarr'​s defeat by mortal hands. ​ This Freehold does significant trade with both the Orcish Nomad Lords and the Sobek, as it is a natural stopping point for caravan resupply between the two. 
 +  * [[Far West|Far West]] - Well known for being a center of magical learning, alchemy, and potion brewing, this Freehold is surprisingly large, well fortified, and heavily defended. ​ Reclusive by nature, they tend to be self sufficient, and charge a premium for their goods and services, but are seen as the uncompromising best at what they do.  Currently under "new management",​ this freehold discovered religion by the pretext of one Vega, a high priest of an unknown deity, though thought to be a harsh master. ​ Observers speculate that the town is under some curse or geass preventing more information from getting out.  Coupled with their reclusive ways and hardy defense, no one knows the true story of what's going on.  A day's ride outside of of Far West are a series of largely unexplored cave complexes that are the den of various monsters, bandits, and wildlife.
ard_al-mi_ad.1564948870.txt.gz · Last modified: 2019/08/04 16:01 by evilgm