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#Post#: 718--------------------------------------------------
Geography of Soreel
By: Dungeon Master Date: January 26, 2024, 9:11 pm
---------------------------------------------------------
[center]Geography of Soreel[/center]
More to follow later.
Date: Fri, 22 Jun 2001 17:20:18
Here is a brief rundown of Soreel. (I.A. PRE-ZEVA as were the
other planets) This listing represents the way things were
before Zeva's Conquest. A Major Overhaul of Soreelspace is
coming this Winter, making it a viable place to come and game.
It is an Earth-sized planet with a similar ratio of water to
land and the resulting climates. There are three large
continents (yes, I know I like 3s) and two large island chains.
Size Class E
Planetary Size Medium
AverageDiameter 4,000 to 10,000 miles
Escape Time 40 minutes
Continents
MARIKA: Long settles into five nations; this continent is ideal
for agricultural pursuits. The most important and thriving
industries are raising herds and those products that can be made
from the resulting beast--tanning, weaving, etc. There are
numerous cottage industries with an emphasis on weaving and
herbal practices. There are very few precious metal deposits
available, which makes gold and silver unusual and very
valuable.
Each of the five nations is ruled by a Queen who gains her
position through her bloodline. All are very similar in how
they are run, though there are some noticeable differences,
usually in how men are treated. Women control everything. They
own property and pay taxes. They have a say in government.
Through them, families are traced, and alliances are made. Men
are considered a bothersome necessity by most women, and it is
how they are treated that indicates where you are in the world.
In some places, they are placed along the lines of chattel, to
be corseted and protected until the time comes for them to do
their family duties. In others, it is permissible for a wife to
dismiss her husband without reason or to order his death for an
infraction. And still, in others, men are treated almost like
human beings. The only time a man might obtain power is if it is
discovered that he is a mage or a healer, and then a careful
indoctrination is done to ensure that he will never harm a woman
with his abilities, or the punishment is a slow, painful death.
The men who turn out to be 'special' usually go along with this
simply because their lives are now better than they ever would
have been before.
Now ST: Tarish serves as the Imperial Capital Port City for
Empress Zeva
ARUN: Sparsely populated, this mix of desert, badlands,
savannas, and the occasional is the source of immense
wealth--for those that grew up there or that are hardy enough to
survive its numerous dangers. Droughts are frequent, and a wise
leader plans ahead, or else he will find himself at a banquet
where he is the feast.
Nomadic social structure with an emphasis on polygamy. All
tribes are fiercely territorial and suspicious of outlanders.
Branding, scarification, and piercings are considered signs of
beauty, and the owners of such are highly desirable. There is a
small but healthy trade of spices, textiles, salt, glass, and
precious metals. All attempts by the Queens to settle here have
failed.
The Deep Desert Cities dot the landscape from the shining seas
and beautiful Port Cities, gulfs, islands, and inlets, into the
Desert, along the two rivers that snake their way through parts
of the Desert. Also, the vital sources of water come from Oases,
watering holes, and wells that support some Cities, towns, and
villages, along with the native wildlife in the deep desert. All
around the deep desert are ancient ruins of cities that lasted
into the modern era.
A Large swath of the Desert is under the control of the Litch,
whom the locals call the Litch-King. It is said he lives outside
of the Imperial law; thus far, he has not aroused the Empress's
ire. Every year, the Desert grows upon the land.
SELES: On the far side of a vast ocean, this continent is
geographically isolated and has only a small population of
native folk. (To simplify, think of the pre-European invasion
of North America.)
Island Chains
UNARI: a string of tiny islands that stretch along the coast of
Marika. Unari is composed of fertile lands and harsh mountains.
Bound together by family, then clan, and a healthy dose of
honor, they closely resemble ancient Japanese culture, though
not as warlike. They are led by an Empress who can trace her
family line back to the creation of the sun and whose merest
wish is law. However, on the farthest islands stir unrest among
the villagers is growing as her administration is demanding more
and more goods with each passing year. The penalty for failure
is dishonorable death or worse, enslavement. The Unarians
produce most of their wealth through the production of silk,
jewelry, and intricate furniture.
FREE ISLES: There is no way to chart the population of the Free
Isles, and most of the villages and ports change with the
season. Hidden amongst a large smattering of volcanic islands,
the Islanders consist mostly of Soreel's underworld element.
They are pirates, drug dealers, slavers, con men, and traders.
Several powerful Wizards have moved to the Free Isles, those who
do not wish to get bound up in a new Tyrant. They have founded a
loose order of cooperation even as they remain rivals in a real
sense.
They are those who cannot stomach the thought of living under
someone's rule where because they are male, they might be put to
death for not bowing properly. Or, if they are female, they
might be flogged for not producing an heir. For any and all
reasons, the Islanders have fled the main civilizations to
strike it out on their own and not be bound by another's whim.
However, they are not averse to taking the tyrants' money.
There are also several undiscovered or unexplored islands
scattered through the seas.
#Post#: 747--------------------------------------------------
Soreel-Continent of MARIKA
By: Dungeon Master Date: March 2, 2024, 4:01 am
---------------------------------------------------------
MARIKA
DM Notes: Under construction, establishing expansions
In the beginning times there arose Five great enclaves of the
Arden High Race (Elves) that once controlled great swaths of
Marika. Through great wars and the rise and fall of Nations and
Empires in that great prehistory, until the day came when within
days through trickery and deceit, two of the great Elven
Enclaves fell, their populations greatly scattered. Others among
the fallen enclaves were not so lucky. Several races were
derived from accursed cross and inbreeding and created the Dark
Elves, the Orc, and Goblin races.
The Arden fought many wars since but ultimately closed their
lands up and they faded from National stature. In the following
years, another Elven Enclave fell until they were two. The Arden
Race suffered many injustices in the Archiac ED, the Dark Ages,
and the IA, and only reached a higher state of respect recently
in the age of the Reign of the Saint, this the ST Period.
The Boundaries of the Great Forest were hard fought by the
Elves. They took the Southern Mountains and the Great Forest for
their own and the High Elves held their ground.
The Forbidding Lands of North of Marika- The Lands of the
Glaciers of old Ages of Ice. It is a cold and snowy land of
Mountains, Frost Giants, and Owl Bears. Hardy Dwarves keep their
Forges going lest they freeze trade with the southern lands of
the sun for natural resources from the treasures they mine.
Beasts hunt the hunters here. Clans of Rangers from the
Highlands range this land
Marika
The East Coast
Plains
Lowlands
Floodplains
Mighty Rivers
Lakes
Mountains
Two Surviving Elven Enclaves
Great Forest
The Fallen Enclaves Ruins (3) Overtaken by Darkness. It is said
a pit descends into other lands beneath the feet of the Empire.
Dwarven Mountain Homes
West Coast
Desert Southwest is controlled by Hobgoblins and the Last Orc
Empire
The Archaic period and the Fall of the Last of the Great Nations
and the Final Empires fell into dust, The great migrations,
through the famine times during the Dark Ages, in the ashes the
Humans settled into finally into five nations. Some upon the
Ruins of an earlier great city, others seeking for a fresh
start. they found the continent was ideal for agricultural
pursuits. The most important and thriving industries are raising
herds and those products that can be made from the resulting
beast--tanning, weaving, etc. There are numerous cottage
industries with an emphasis on weaving and herbal practices.
There are very few precious metal deposits available which makes
gold and silver unusual and very valuable.
Each of the five nations is ruled by a Queen who gains her
position through her bloodline. All are very similar in how
they are run, though there are some noticeable differences,
usually in how men are treated. Women control everything. They
own property and pay taxes. They have a say in government.
Through them, families are traced and alliances are made. Men
are considered a bothersome necessity by most women and it is
how they are treated that indicates where you are in the world.
In some places they are placed along the lines of chattel, to be
corseted and protected until the time comes for them to do their
family duties. In others, it is permissible for a wife to
dismiss her husband without reason or to order his death for an
infraction. And still, in others, men are treated almost like
human beings. The only time a man might obtain power is if it is
discovered that he is a mage or a healer and then a careful
indoctrination is done to ensure that he will never harm a woman
with his abilities or the punishment is a slow, painful death.
The men that turn out to be 'special' usually go along with this
simply because their lives are now better than they ever would
have been before.
Now ST: Tarish is the Capital and its close sister city of Larsh
serves as the Imperial Port City of the Grand Empress
#Post#: 748--------------------------------------------------
Soreel-Continent of ARUN
By: Dungeon Master Date: March 2, 2024, 4:03 am
---------------------------------------------------------
ARUN: Sparsely populated, this mix of desert, badlands,
savannas and the occasional is the source of immense wealth--for
those who grew up there or who are hardy enough to survive its
numerous dangers. Droughts are frequent and a wise leader plans
ahead or else he will find himself at a banquet where he is the
feast.
Nomadic social structure with an emphasis on polygamy. All
tribes are fiercely territorial and suspicious of outlanders.
Branding, scarification, and piercings are considered signs of
beauty and the owners of such are highly desirable. There is a
small but healthy trade of spices, textiles, salt, glass, and
precious metals. All attempts by the Queens to settle here have
failed.
A Large swath of the Desert is under the control of the Litch,
whom the locals call the Litch-King. It is said he lives outside
of the Imperial law thus far, he has not aroused the Empress's
ire. every year the Desert grows upon the land.
Lands of Soreel
Continent of Arun
History of Arun
Peoples of Arun
The Tribal Barbarians
The Desert Barbarians
Clerics
Magic-Users
Rogues
Merchant Traders
Vistanti Merchant Traders
Traveling Merchant Traders
Agents of the Litch
Classes/Kits
Warriors
Desert Riders
Mercenary Warriors
Outland Warriors
Holy Warriors
Priests
Clerics
Magic-Users
Elemental Mages
Sorcerers
Sha'irs
Ajami (Outland Wizards)
Rogues
Merchants
Thieves
Matruds Desert Thieves
Begger Thieves
Holy Slayers
Geography of Arun
The Savannahs
Tribes of Savannahs.
Birds-large flightless
Dormant Volcanos
Mountains
The Badlands
Mighty River
Birds-large flightless
The Desert (Large)
Population Centers and Landmarks
Villages
Leader
Blue Oasis
Towns on River
Leader
The Special Warfare and Intelligence Center
White Oasis
Desert Gulf Port City of Verth (Thriving)
Ruler
Grand Bazaar
Iban Desert City at River
Ruler
Lux Desert City at River
Ruler
Zakar Desert City
Ruler
Famous Prize Horses
Oasis
Tanis Desert City
Ruler
Oasis
Ruins
Salt Flats
Desert City
Ruins
Ruins
The Black Fortress of The Litch
The Litch
Was a great Wizard King from the ancient times of E.D. Ages
before the coming of the Queens before undergoing the process in
the wake of the dark age when the old ancient empires fell, and
the Queens of Marika lit the way back into Civilization and the
coming of the age of I.A.
Now in the Time of ST, the Reign of the Grand Empress of the
Royal House of
The Black Hand Agents of the Litch
Dark Riders of the Litch
The Legions of the undead armies
#Post#: 749--------------------------------------------------
Soreel Continent of SELES
By: Dungeon Master Date: March 2, 2024, 4:04 am
---------------------------------------------------------
SELES: On the far side of a vast ocean, this continent is
geographically isolated and has only a small population of
native folk. (To simplify, think of the pre-European invasion
of North America).
#Post#: 750--------------------------------------------------
Soreel-Island Chain of UNARI
By: Dungeon Master Date: March 2, 2024, 4:04 am
---------------------------------------------------------
Island Chains
UNARI: a string of islands stretches along a vast island chain
in the Eastern Sea, Unari is composed of fertile lands and harsh
mountains. Bound together by family, then clan, and a healthy
dose of honor, they closely resemble ancient Japanese culture,
though not as warlike. They are led by an Empress who can trace
her family line back to the creation of the sun and whose merest
wish is law. However, on the farthest islands stir unrest among
the villagers as her administration is demanding more and more
goods with each passing year. The penalty for failure is
dishonorable death or worse, enslavement. The Unarians produce
most of their wealth through the production of silk, jewelry,
and intricate furniture.
What we know so far:
There was a warrior culture throughout the Archaic, through the
Dark Ages but soon a warlord of great renown, wisdom, and
military skill brought down all the other Warlords and
established an unbroken dynasty that put an end to all war on
Unari and achieved inner peace.
There is a strong Criminal Underworld that has developed apace
in the darkness as the low war continues in the shadows.
The largest island constitutes as majority land mass that is
divided into several provinces. The Old Unrari Empire
encompassed hundreds of islands in their time of dominion over
the land from the Archaic, up through the IA period.
The second-largest island contains a province called Diasen
Third largest
Fourth largest
So on.
The Island count is vast, numbering upwards of 17,000 Islands
There is a strong pirate presence in some grouping of Unari
islands
#Post#: 751--------------------------------------------------
Soreel-Island Chains The Free Isles
By: Dungeon Master Date: March 2, 2024, 4:06 am
---------------------------------------------------------
Island Chains
FREE ISLES: There is no way to chart the population of the Free
Isles and most of the villages and ports change with the season.
Hidden amongst a large smattering of volcanic islands, the
Islanders consist mostly of Soreel's underworld element. They
are pirates, drug dealers, slavers, con men, and traders.
Several powerful Wizards have moved to the Free Isles, those
that do not wish to get bound up in a new Tyrant. They have
founded a loose order of cooperation even as they remain rivals
in a real sense.
They are those who cannot stomach the thought of living under
someone's rule where because they are male they might be put to
death for not bowing properly. Or, if they are female, they
might be flogged for not producing an heir. For any and all
reasons, the Islanders have fled the main civilizations to
strike it out on their own and not be bound by another's whim.
However, they are not averse to taking the tyrants' money.
#Post#: 752--------------------------------------------------
The Unexplored Islands
By: Dungeon Master Date: March 2, 2024, 4:06 am
---------------------------------------------------------
There are also several undiscovered or unexplored islands
scattered through the seas.
The Pearl Islands
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