Hyperion, Land of Adventure

uratan

New Member
Storyline:


For thousands of years, dragons, elves and dwarves ruled the lands of Hyperion in a tense peace. Neither side willing to be the aggressor in their constant feuds. This all changed when two new races sailed onto the vast shoreline of the Continent. Those of Human and Half-ling. The two new races worked well together, with the fierce adaptability of the humans and the cunning savvy of the half-lings, the lands quickly fell into their hands. The dwarves saw this as a boon. Trade was never higher and luxuries could be afforded by the poorest of folk. The elves and dragons however saw only their lands and wood being taken from them. The elves retreated to their homeland of Vironur. Protecting it from those who sought it's resources. The dragons however, fought and fought fiercely. The humans were to high in number and to varied in skill however, and even the mighty dragons were forced to retreat into their own home within Jupin wood and Sulu mountains within the now human country Shoven. There the races are locked in a stalemate with the humans. neither side willing to push into the territory, for fear of more losses. Rumor's of a peace treaty from the Monarchy within Shoven have recently come to light, but most right it off as a crier wanting to make a quick coin to appease the rabble within the cities.


That leaves the rest of the world in a strange and unknown peace. Tensions subsided as humans and half-lings controlled the lands save for Tyrinia and Vironur. And even Tyrinia allowed the humans within their society thanks to the goods they brought in.


But the peace cannot last. Tensions always mount, betrayals are always on the horizon, and adventure... is always to be had.


You and others like you must join together and take what you desire, be it peace, riches, fame or power. The choice is solely yours.


The world of Hyperion, is for the taking. Starting within the coastal city of Aborline within the Half-ling ruled Actia.


RACES


Human: A race strongly suited to adapting to what they have. Short-lived, but veracious in their pursuits, whatever they may be. Little stops a determined human from getting what he/she wants. The humans control Shoven and Minst.


Dwarf: A hardy race, and one of the original dwellers of Hyperion. They reside, and always have, within and near the great Border Mountains within the country of Tyrinia.


Elf: A graceful race, and one of the original dwellers of Hyperion. Their large empire now has dwindled within the small border of Vironur as they ruthlessly guard their sacred wood. Very few are seen outside their borders, the only ones being on a mission, or banished from their people.


Half-ling: A short and quick race, the half-lings are extremely proud of their money sense, controlling the richest nation within Hyperion, Actia.


Half-orcs, Gnomes, Drow and other races are rare, but not unheard of within the lands, as the ports have been exceedingly busy thanks to the half-lings endeavors.


THE WORLD

  • Humah:
    The capitol of the country, it is nestled safely atop Niiki Plateau. It is a heavily garrisoned city, with fully equipped castle at its center. The mountain range provides ample protection against any would be invaders. It has few trades, though the rare gems found in the local mines allow the purchase of many fine goods the citizens regularly demand. You will find the finest artisans of all kinds within the city walls, but few are allowed to enter.
  • Hamel:
    The eastern-most riverside city of Shoven, it is the main port that provides the supplies for the capitol. As such, Merchants are in abundance and it is quite the prosperous city. The river flow is quite lax in this area and allows for boats to ferry across travelers on a regular basis. It has no goods of its own aside from fish.
  • Uthane:
    The second river city from the east, Uthane contains a great farm system thanks to the fertile grounds given by the rivers regularly flooding banks. This is the main food source for the country, and as such, is heavily guarded. Stations are posted year round at each end, and the main city is walled off with stone. The most recent defense, Steelworkers are currently crafting their steel onto slanted wooded palisades at the top of the stone walls. This will eventually provide cover for archers from the deadly red dragons flame. So far however, only a quarter of it is complete, and it will take another 2 years to be completed.
  • SpringCott:
    The third city from the east, SpringCott is the main battle post for the current war. It lies on the choke point of the two countries rivers, and allows ample resources to come "pouring" into the city. All of the kingdom's squadrons are in this area. The battle mages, Field warriors, archers, Arcane Division, as well as various reinforcements from the nearby countries of Tyrinia and Actia. The combined forces have driven the dragons to a stalemate, neither side risking an open assault.
  • Niiki:
    The city holding the namesake of much of the Continents landmarks, it is one of its own shares of oddities. Built within the wetlands of the stagnating Crystal Bluff River, it is difficult to navigate by land or sea. Yet the city thrives thanks to its port, the only seaport in the country. It alone allows trade with the outlying continents, and thus is quite prosperous, and is also one of the few cities in the country to be host to immigrants of different races. You will find dwarf, elf, half-orc, Half-ling, and many other races amongst its populace.
  • Sheal:
    A small town at best, this location is merely a rest stop for those on their way to or from Parcel. It is a barren area, to close to the infamous Bredal Desert to give rise to any extra crops. The only areas of note are the inn, the various churches, and of course, the Dragon's head Tavern, sporting a moderate sized red dragon's skull atop its entryway.
  • Parcel:
    A city rife with skilled artisans, before the war it was home to some of the best crafters in all the world. Now, with the attacks from the red dragons coming frequently, all but the weapon-smiths have fled to the capitol. Now it is rife with soldiers and the kings mages, looking to find a weakness in the enemy's line.
  • Windark:
    A simple Trade town, that supplies the capitol with its imports and sends out its exports to the friendly nation of Actia, where the country receives its much needed supply of lumber.


Tyrinia


A barren, mysterious country, Tyrinia must rely on its great supply of stone and minerals to supplement its complete lack of lumber. The costs of imports are too great, as the nearest supply is two countries away. They are able to make do as they are skilled stone-workers thanks to the dwarf inhabitants who share their home with the humans. The government is a democracy of sorts, with dwarves as the presidential electives, and the humans as a senate of sorts. As it is the dwarf's homeland, they have the right to their choices, but they are normally quite kind with their citizens and there is little to no mistrust in the system. It is the only nation to be in relative peace, thanks to the dwarf's stalwart agreement with the metallic dragons of the Border Mountains. They will not dare encroach upon the mountains further than they are already, and if caught attempting to cross into the dragons borders, the penalty is punishable by death on sight.


Ruled as a Democracy by the Dwarfs and Humans. Current Dwarven leader, Merric Limecore


The natural wonders of the country include:


The infamous Bredal Desert


The mysterious Worlds end fissure


The Borderline Mountains


The fast flowing Crystal Bluff River


The crystal clear Shegal Lake

  • Violetbank:
    The export/import city of the nation to Shoven. It supplies stone and ore, whilst receiving precious gems in return. Little else is of note for the city, other than its close proximity to the Worlds end Fissure, which gives light to hundreds of rumors, fables and stories.
  • Rosewell:
    A farming/fishing village, it is mainly a rest stop for cargo ships on the too or from Shoven. It is quite peaceful and they hold celebrations and festivals regularly to celebrate their good cheer.
  • SilverMoor:
    Named for its silver deposits that the river unearthed millennia ago, SilverMoor is a proud exporter of the rare mineral. This gives it quite the bonus in funds, and thankfully so, as it is a border town to a country (Minst) rife with disagreements with the dwarves. The precious metal allows the purchase of the fortifications required for such a city, giving it the defense it needs should hostilities ever break out.
  • Blackrock:
    Blackrock is a main hub of the mining of stone, namely granite. The dwarven citizens take great care to not pass the border lines, but also have no need to, as the granite deposits run deep into the earth. Mines can stretch as far as 15 miles into the crust before the granite runs dry and a stone to tough to be broken remains.
  • Eriton:
    The capitol of Tyrinia, Eriton lies along the coast of the Shegal lake. Its position seemingly trapping it with many dangers, allowing adequate protection, with the fissure to the south, lake to the north and dessert to the west. Its main export, like its sister city Blackrock, is stone and also like its sister city, its mines run deep. The difference being Eriton is much larger, housing prosperous farms and fishing docks among other shops.


Actia


A verdant nation, Actia is home to the Half-ling and human population. An extremely frugal country, Business is the name of the game here. Trade of just about any material can be found within the many cities and the skilled workers are able to a craft above average materials, at an enormous price boost. It is also the most populace nation, giving home to nearly 650,000 souls, human and Half-ling alike. Over half of them being human. Being the majority has caused some civil unrest in the human population as they have no power in government, but as for now the Half-ling royalty has kept the peace.


It is ruled kindly by the Half-ling monarchy, who despite their size, have trumped any other claim to the throne.


King Gimly Timber ruling currently


Natural wonders of the country include:


The rapids of Niiki River


The marshlands and forests surrounding Kinly Lake


The large mesas of the Niiki Mountains


The vast Lumbersong Wood

  • Aborline:
    A coastal harbor city, it does not export or import, merely a stop alone the path of trade to Shoven. Primarily a human town, the citizens enjoy a relatively peaceful existence of fishing and farming. The only disturbances are coming from the storms sometimes seen on the northern coasts, and the flow of troops towards Shoven.
  • North Gamage:
    A mining town, unlike the dwarves of Tyrinia, the Half-lings of Actia bore into the mountains looking for the precious gems known to Niiki. Though the material obtained is profitable, they are sent directly to the capitol, offering little wages for the citizens, much to their disapproval.
  • Coalman:
    A more focused mining town, it supplies the country with its needed ore supplies of Iron and stone. Unlike its gem counterpart, Coalman maintains its profits as the goods are produced within the city with expert smiths abound.
  • Waterlyn:
    Built along the border of the Kinly Lake marshes, Waterlyn is the trade post to the elves of Vironur. The terrain does not allow for plentiful crops as fertile land is scarce, but it grows quite well where able, allowing the populace to be well fed. Though it is a trading post, the Elves of Vironur scarcely leave the confines of their borders.
  • Lumbersong:
    Built along the borders of the forest rightfully named after the town, it is of course, a Lumber mill town. The mills run the edges of the forests, slowly pushing back as the trees are felled. It is the largest supplier of lumber on the continent, and as such is the countries prime resource. It also acts as a rest for those exporting or importing goods from Minst.
  • Ridgebourne:
    A coastal village, it is quite out of the way from most of the country's citizens, and is as such, popular with the humans, being its main inhabitants. It is the only town not governed by the Half-lings as they choose to leave it alone, finding no profit possible with the area. For its citizens however, it provides them with food, shelter, and a living. All they could ask for really.
  • Highler:
    A trading post for export/imports from Minst, it supplies the caravans with goods from the country to be sent to or from the capitol. Heavily guarded by the Half-lings, it is their main source of income.
  • Beardale:
    This is Actia's main Coastal port, allowing trade with the other Continents. As such it is guarded much like Highler, it being the next largest source of income. The port is home to a variety of races found around the world. They come seeking the profits that Actia is known for, but most end up in poverty, begging on the streets, or working as servants for the more financially powerful Half-lings.
  • Warlyn:
    The Half-ling capitol, Warlyn houses the Treasury, barracks, and royal palace of the Half-lings. It is a heavily fortified city, with none allowed within its walls except royalty. The walls are particularly of note, as they are wooden walls, standing 50 feet tall, and a huge 10 feet thick. Fire cannot even penetrate the thickness in a fair amount of time. Atop the walls are Half-ling bowmen, at all times.


Minst


A warlike nation, Minst is home to a more war hungry human, known for their paler skin despite living in the southern regions of Hyperion. With the war with the dragons now far from their borders, they continue to show aggression to the border countries of Tyrinia and Vironur, but have not yet shown hostilities in the forms of battle. They have allied with Actia, the resources they provide being extremely beneficial for their war-like needs.


Ruled as a Monarchy by King Darius Wrinn


Natural wonders of the Country include:


The Raging Maw, an impassible river/delta system that flows in constant rapids, swallowing the surrounding land slowly with mudslides from the mountains.


The swallowing wetlands nestled between the Twin Rivers.

  • Walkeep:
    A fortress town, recently built in preparation for battle to take Vironur from the elves It is only lightly fortified, due to raids from the Elven parties, but continues to push said parties back to the forests. It relies completely on resources acquired from outlying cities to continue the assault.
  • Beymarsh:
    The countries coastal port, Beymarsh supplies the people of Minst with foreign goods such as wines and silk. This makes it quite the prosperous town. It is a well defended area as well, thanks to the Twin Rivers flowing on both sides, and the Swallowing Marsh to the North making it nearly impossible for any type of surprise attack.
  • Valkeep:
    A resting location for trade caravans and ships along the river, Valkeep is otherwise a small farming village. The crops grow relatively well, but the marsh prevents the exploitation of more farmland to the east, stunting its continued expansion.
  • Merrihall:
    This Military town houses the Royal Barracks and Military Academy. Men of age are required to receive training in the military for 2 years time before released to continue on with their profession. This gives Minst a strong military culture, and a powerful foe to those who appose her.
  • Rayholt:
    Another Military based village, though it is able to stand on its own with its farms and mills. The tensions are high with Tyrinia to the north, but as of now no battles or skirmishes have been fought between the two nations.
  • Pryton:
    The Capitol of this warlike country, It holds a fortress unlike any other in the land. Not majestic by any means, but its design nearly prevents any sort of successful attack. Its first line of defense is spiked fences and pitfalls, making it a large hazard for ground and mounted forces. 100 yards in are trenches where archers are stationed to pelt coming armies with arrows as they make their way through the traps. If they make it past the troops retreat to the stone walls of the fortress, built into the ground, literally dug out of the earth. This creates a man made canyon and a choke-point, allowing the defenders to slowly whittle away at the attackers with little losses.


Vironur


The Elven nation of Vironur, it is heaped in mystery. On maps only 4 cities lie, but within the forest no one knows what is hidden. The elves guard all safe entrances, and do not allow any entrance except from their own kind. Their borders once stretched further into Minst, but with the current struggle, the lines have reached back all the way to the forest. However, the forest is where they are strongest, The elves will die before they see their home taken.


Ruled by the Elves, nothing is known of their hierarchy.


There is but one Natural wonder within Vironur, the Massive Terror Song Forest.

  • Bykeep, Hedgemoor, and Woodbush Downs,
    are all outposts guarding the entrances to the elves forest home. None but elves are allowed entrance.
  • Gold Castle:
    This is not the technical Capitol of Vironur, but the Elves use it as a 'Trading post' of sorts. In reality it is simply to keep watch on those that pass through their lands, and to make sure they do not stray towards their home. They do not hesitate to imprison those that attempt to enter their wood.


General Rules:


1. Don't Godmode. This involves no deciding another character's fate, no auto-hitting, no excessive dodging without a good explanation, no overpowered characters or abilities relatively without some weakness or limit, and especially no killing off another player's character without asking their permission and notifying the GM beforehand.


2. This is not a competition. It should be viewed as more of a "collaborative story-writing experience" rather than a fight to the finish. Combat should not be a matter of who wins or loses but rather every player involved working together in order to accomplish the goal of the group. The emphasis here is on the "role-playing" rather than the "game".


However, it should be noted that characters may die over the course of the game. In hectic situations a character may fall in battle. It will be up to you to decide to either keep the character with an injury or large scar that will not affect play, but people in the story will notice the change, or simply let the character die for good and come in with a new character.


3. GM's word is law. This world is of my own creation. All characters will be from the lands and will not alter them without permission from me.


4. Make sure every in-character post contributes something to the RPG, even if it's just the smallest thing like one character answering another's question. Posts which basically amount to nothing, whether too long or too short, are just a waste of everyone's time and don't help further things at all.


5. This is not an 'Adult' game. Keep anything classified as explicit content strictly away from this game.


6. Don't ignore other players' posts if they affect your character(s) in any way. This can seriously upset the flow of the RPG and is just plain disrespectful. If you aren't sure if your character is being addressed please ask Out-of-Character about it.


7. Please warn us beforehand if you're going to leave. Whether you'll be gone for good or won't be able to participate for a certain length of time, please say something and give instructions for what should be done with your character(s) rather than just vanishing off into the blue.


8. When Out-Of-Character, please be kind and respectful to all players. This one should be obvious. If anyone's been bothering you please inform me of your problems and I'll try to do something about it. In-character however you can be as much of a jerk as you want, provided this sort of nature fits your character.


9. You're allowed two characters maximum. If that character has an animal companion that is allowed, otherwise a max of two.


Character Creation Rules:


And post your characters here. Once there are enough I will create the first post for the rp.


Have fun and I hope you enjoy my world.


Please follow this basic structure for your characters including:


Name:


Race:


Homeland:


Religion:(if any)


Profession: (If you have played dungeons and dragons, this is the equivalent to a class)


Description:


Biography:


Be as creative as you desire, but also give a reason for why the character is starting off in Aborline to keep continuity.
 

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