WanderingWordsmith
New Member
Still a work in progress as I continue to compose and edit the thread patience is appreciated.
Erde a place of wonder and mystery, magic, mysticism, monsters, adventure. A place where anything is possible and many live in peace. Thanks to the blessings from the gods that manifested the pillars of existence and composed the world. Their names; Udros the oldest, god of darkness and chaos, Denja second oldest goddess of light and order, Phadros third oldest, god of the time and knowledge, Ooona, goddess of the cosmos and harvest. These four gods created Erde from the Dreamscape. Before Erde, all existed in the Dreamscape. Turmoil and violence threatened the existence of the entire realm. So the gods separated the realms now known as Heofin, Erde, and Demos. Heofin and Demos are known as Ether and Nether Realms in modern Erde.
Schools banks and political buildings are named after historic figures that laid the foundations for the kingdoms of Erde. Places like The Mulgrave School of magic and Herkins knight academy named after heroes that fought back the forces of the Nether Realm during the separation wars.
This huge continent stretches across multiple regions, from Temperate in the south, past the equator, all the way through to cold in the north, making it the second largest landmass in Erde. Verdania is geologically calm; there is little tectonic activity in this region; there are no mountains in the land. Verdania, the continent has no volcanic activity, and earthquakes are very rare and very weak. The winds in this region are mild, with large storms and extreme weather being common. The sea to the East of Verdania is rough, while the seas to the south, west and north are gentle.
- Clyde
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The country of Clyde is a small country with a moderate population made up mostly of humans.
Bordered between mountains to the North, a jungle to the South, desert land to the East and hills to the West, the country of Clyde mainly lives off herbalism, fletching and trade. Clyde's landscape of open plains, bordered by enormous mountains to the North, a jungle to the South, desert land to the East, and hills to the West. The warm temperate climate has led to a loosely concentrated population, with most people living in small villages.
The capital of Clyde is the City of Clyde. Found in the heart of Verdania, the city of Clyde is the nexus of the continent’s infrastructure. Clyde Castle houses the royal family with the greater city being built outwards from the castle in a circular layout. The sections of the city become dense when closer to the kingdom and spread out towards the outskirts of the city until visitors leave the walls that open to the greater plains of Verdania. Every ten years, the biggest festival is held in Clyde during the Sage trials, where the King picks his closest advisor known as the Sage.
The country's landscape is delightful; majestic mountain tops, gentle hills, and sapphire lakes are just a sliver of the treasures Clyde can offer, which is why the country is adored among foreigners. The people of Clyde are friendly towards foreigners and welcome them with animosity. They feel foreigners could help the country's wellbeing. Clyde has stern laws and law enforcement, which is quite normal.
- Sage Trial Festival
- Coming soon
- Population
- The population of Verdania is wide and diverse. With a mix of all the races of Erde. Clyde reflects this diversity where people from all walks of life are welcome. Ocrs, Elves, Dwarves, Gnomes, Humans, and Beast People congregate within the kingdom walls and through the land of Verdania. Unfortunately, because of its size, the kingdom of Clyde's enforcement of laws across the Verdant Verdanian plains. There is a problem with bandit clans that persists the further one travels away from the kingdom into greater Verdania. Making it a popular spot for Adventurers to make coin with a large amount having to do with protecting trade routes used by merchants traveling within the continent.
This expansive continent stretches across all climate regions, from polar in the North, past the equator, working its way back through to polar in the south, making it the largest continent in Erde with the smallest amount of landmass. The continent lies over a tectonic boundary; the Northern part of the land has a few mountain ranges and an extensive network of deep canyons. Caterac has a fault line along the eastern coast and experiences powerful earthquakes frequently. Millennia of earthquakes and wind erosion has caused continental shelf on the east coast to separate from Caterac. The winds in this region are usually inconsistent, with large storms and extreme weather being the norm. The seas surrounding Caterac are difficult to traverse. Caterac is home to a few unique plants and animals that are found only in this region.
- Freyford
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The country of Freyford is an immense country with a densely diverse population. Bordered between a glacier to the North, a tropical forest to the South, woodlands to the East and a huge sea to the West, the country of Freyford mainly lives off medicine, fletching and trade.Freyford itself is mainly covered in rivers and has a wet climate, which has led to a fairly centered population, despite the number of people, which means most of them live in huge towns.
The country's landscape is serene; promising fjords, fertile farmlands, and rich, verdant forests are just a sliver of the refinement Freyford can offer. The capital of Freyford is the city of Bridgetown, a quaint place that floats above the cloudy mountain peaks of Caterac. Bridgetown is known for its military and magic academies. Being in such a desirable place for defensive tactics Bridgetown focuses on military prowess which reflects the Unified order that the continent of Caterac displays. The only way to get to Bridgetown is to use a Zephyr or climb the mountain that leads to what is called the land of floating Isles. Giant machines powered by mana keep the eroded continental shelf from falling into the ocean.
- Land of the floating Isles
- Otherwise known as Bridge town. This once majestic cliff side town has fallen away from the mainland because of natural erosion. Forcing the residents to adapt the land with magical engines that keep the islands from drifting away or sinking into the ocean. Bridgetown is an interconnected location that gets its name from the bridges that are used to navigate the town. The Earl of Bridge town and his local board of advisors govern over the different sections of the town. Each island as a unique residential and business area. The large islands closer to the center of Bridgetown become more populated with establishments. In the largest mass of Bridgetown is the Mulgrave school of Magic's first location.
- Population
This tiny continent sits completely within a cold region. The continent lies over a tectonic boundary; the land features a prominent mountain range in the South. Danpsedo has a large dormant volcano, and deadly earthquakes happen every few years. The winds in this region are usually calm, with large storms and extreme weather regularly. The seas to the North, west and south of Danpsedo are rough, while the seas to the East are gentle. Danpsedo is home to a huge amount of unique plants and animals that are found only in this region.
- Wintervale
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The country of Wintervale is a vast country with a small population made up mostly of dwarves. Bordered between a frozen sea to the North, a sea to the South, rich forests to the East and a wild ocean to the West, the country of Wintervale mainly lives off medicine, wood production and hunting. The frozen lands of Wintervale and its stormy climate have led to a compactly concentrated population, despite the number of people. As a result, most of them live in huge settlements. The only location that isn’t frozen over within the frigid landscapes of Danpsedo Wintervale is located over a dormant volcano that provides heat and energy through the geothermal magic tech the population developed in order to survive. This makes it a popular destination for travelers that wish to soak in the mineral enriched synthetic hot springs.
The country of Wintervale acts as a country and capital. This is because of the extreme cold environment that blankets most of the continent of Danpsedo. The residential area of Wintervale is closest to the geothermal generator expanding out in to more businesses and shops. Scattered through out the large city sized country are steam gardens that people can visit. Some are decorative and others act as community gardens.
The country's landscape is enjoyable; steep, magnificent mountains, with crisp snowy peaks and white blossom forests, impressive architecture are just a sliver of the hidden treasures Wintervale offers, which is why the country is cherished among foreigners. The people of Wintervale are charitable towards foreigners and welcome them with warm food. They feel foreigners could raise the country's wellbeing. The Mayor of Wintervale looks after all the needs of his people. Because of the hostile environment that surrounds Wintervale in greater Danpsedo. Crime is very low in the country, but not uncommon. Mostly petty crimes such as pick pocketing. The mountains of Danpsedo are rich with minerals and ore making the primary source of the economy's wellbeing mining and crafting. One of two locations of the Amworth Colligate. Artisans from all over the world of Erde travel to Wintervale to learn from their Master Artisans.
- Population
- While Wintervale has a wide range of races within its isolated borders. The population consists mostly of Dwarves and Gnomes with a smaller group of humans and beast people. The people of Wintervale live closest to the geothermal generator that powers their entire country from one central location.
This moderately sized continent stretches across several climate regions, from Temperate in the North, through to Tropical in the South. is geologically calm; there is little tectonic activity in this region; there are no mountains in the land. Atlantia, the continent, has no volcanoes and does not experience any earthquakes. The winds in this region are frequently mild, with large storms and extreme weather being rare. The seas to the West, East, and North of Atlantia are treacherous, while the seas to the South are calm. Atlantia is rich in exotic plants and animals.
- Vagos
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The city of Vagos was built at the edge of a dangerous jungle and is truly an ancient display of wonder. A mixture of culture and architecture within its borders adds its beauty matched by the backdrop of cascading waterfalls which have helped shape the city to what it is today. Vagos has a moderate diverse population. The climate these waterfalls brought were of great importance, but they were also influential when it came to architectural designs as the vast majority of buildings have their own man-made waterfalls or similar elements as part of their architecture.
The southern part of the city is the port where the sun sets into the ocean and they clearly show what port Vagos represents to the city with the dense variety of market stalls to buy and sell at. Life is great in Vagos and it has attracted a lot of attention. A few new cultures have left their mark not just on the city's cuisine, but also upon the city's identity. What historically was a city of predictability has grown into a fusion of everything and it's this that unites the moderate population.
It's this multicultural identity that has truly left its mark. Hundreds of take-outs, concession stands and food carts offer a plethora of culinary choices and those who feel hungry for something else can enjoy taverns, tours, festivals or one of the many other recreational venues. The most popular among tourists and locals is the Sea Foam Inn.
- Gandoline
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Rooted beside a sea on the western shores of Atlantia a high traffic destination that is revered as a paradisial get away all are welcomed to Gandoline, the township of Gandoline is home to a variety of beings from across Erde led by a High Elf, Master Almar. This township wasn't built by a sea by accident, as it is an important stop for ships voyaging across seas between continents. The sister port to Vagos to , which is of great importance to the people of Gandoline and its success.
The township itself looks impressive. With its seagrass rooftops, maple wood walls and calming ocean front, Gandoline has a charming atmosphere. The main attraction is the beachside Inns built 36 years ago and designed by the craftsman that migrated to the luxurious beach coast at the edge of the tropical region within Atlantia.
Gandoline has a tormented economy, which is mainly supported by animal training, wine brewing and wood production. But their biggest strengths are refined carpentry and prosperous trade. However, Gandoline lacks people skilled in thieving. Despite its strengths and weaknesses, Gandoline is most likely headed towards a growing future under the leadership of Master Almar. But this remains to be seen.
- Population
- Coming soon
This modestly-sized continent stretches across several climate regions, from Tropical in the North, through to temperate in the South. One side of the continent lies on a tectonic boundary; the Southern part of the land features a mountainous ridge. Euroboros has a few active volcanoes, and earthquakes are very rare and very weak. The winds in this region are frequently weak, with large storms and extreme weather being rare. The seas surrounding Euroboros are frequently treacherous. Euroboros is home to a small number of unique plants and animals that are found only in this region.
- Covania
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The country of Covania is an average-sized country with a slightly diverse population that is composed of mostly elves. Bordered between a tall mountain range to the North, a wild sea to the South, a jungle to the East and rough beaches to the West, the country of Covania mainly lives off armor smithing, leatherworking and baking. Covania itself is mainly covered in lakes and has a cool climate, which has led to a thinly spread population, despite the number of people, which means most of them live in small settlements.
The capital of Covania is the Kingdom of Corinthia. A grand kingdom located deep within the scarlet forests of Covania. The High Council of Elders reign over the country from the kingdom. Each representative from the noble elven family sits at the council and every 100 years a chairman is picked to be the head of the council who makes all decisions final. For this ceremony every century the festival of leaves is held to celebrate the selection.
The country's landscape is elegant; red leaves, white sandy beaches and huge waterfalls are just a sliver of the splendor Covania has to offer, which is why the country is embraced among foreigners. The people of Covania are reserved towards foreigners and tend to welcome them with cynicism. They feel foreigners could cripple the country's well being. Covania has tight laws and law enforcement.
- Corinthia
- The Ever Autumn Forests Coming soon
- Population
- The population of Euroboros is mixed but mostly contains a variety of elves. The people of Euroboros live in pockets of different sized villages and townships with Corinthia being the largest location within the continent. While the people can be reserved towards foreigners that travel to their land they are not prejudice and only expect visitors to follow their laws. Elves, Orcs, and some types of beast people are native to Euroboros.
- Magic Grid
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- Base Elements
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Pyro magic - to do with all magic with a base element of fire. Fireballs and infernos are all basic fire magic. Using Fire and earth or air magic can create spells like explosion and Scatter shot.
Aqua magic - to do with all magic with a base element of water. Water and ice bullets are base water elemental spells that anyone with a water element can perform. There are more complex spells like ice spire and freeze. But these are all performed with water magic.
Aero magic - to do with all magic with a base element of air. Wind blade and whirlwind come to mind when using wind magic. Mages powerful enough only need to use debris and wind magic to defeat their opponents.
Terra magic - to do with all magic with a base element of earth. Earth spike and Fissure are some of many spells that can be used with earth magic. The most versatile of all the magic types there are simple spells like earth bullet and even more complex spells that summon golems. Artificers are among some of the most sought after mages for their mechanical creations.
- Pillars of Existence
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Light magic - A divination from the goddess of light and order. Light magic is the safest magic to use when casting advanced magic. It is structured and effective though it can be less potent than the others in when casting. It has has a higher chance of success with less collateral.
Dark magic - A divination from the god of darkness and chaos. Using this with fire magic can enhance spells like explosions. But the results are often unpredictable. Any elemental magic used with dark magic will be enhanced but can be unpredictable when casting so be sure to be a safe distance away.
Cosmic magic - A divination from the goddess of Cosmos, an interesting magic that allows one to influence space and matter. Much of cosmic magic bleeds into the counter Chrono magic. With enough practice a cosmic mage can warp the very fabric of reality. Simpler yet more complex spells that can be used for offense or defense can even allow a mage to manipulate matter and magic. But only the most studious of mages have been able to accomplish this.
Chrono magic - A divination from the god of time, like dark magic Chrono magic can be unpredictable if used to affect time lines. Chrono magicians are often oracles with their ability to see into past or future. Be careful what you wish for if asking for a fortune reading you may not like what the oracle says. Chrono magic can also be used to slow down enemies like freeze or it can be used to make the caster quicker, enhancing their movement with haste.
- Advanced Magic
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There are ten advanced magics that are determined by the two base magic types an individual has. For example, an individual that has the attunement to pyro and terra magic along with the cosmic pillar of existence. Their attunements would be under lava, crysto, and metal advanced types. And can use advanced spells such as meteor strike.
Electro - a magic that contains the two base elements of Air and fire with a divination of light.
Cryo - a magic that contains the two base elements of air and water with a divination of dark.
Chloro - a magic that contains the two base elements of Earth and water with a divination of time.
Toxic - a magic that contains the base elements of water and earth with a divination of dark.
Lava - a magic that contains the base elements of fire and earth with the divination of time.
Psycho - a magic that consists of the base elements of air and earth with the divination of cosmic.
Metal - a magic that contains the base elements of fire and earth with a divination of Cosmic.
Vibra - a magic that contains the base elements of air and earth with the base divination of light.
Blood - a magic that contains the base elements of water and earth with the divination of dark or light.
- Dimensional Magic
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Ether
Nether
- Farraday Merchant Group
- Lovegrove Trading Company
- Artisans
- Stuff
- Humans
- Humans are a relatively new being residing within Erde. The youngest of all the races.
- Elves
- The oldest of all the races that reside within Erde, closes to the gods. There have been stories of some elves being thousands of years old. This however, has never been confirmed.
- Orcs
- Tribal race known for their hulking size and warrior pride. Also known for their blacksmithing. Orcs have modernized in some places and in others they are still very primitive an aggressive.
- Dwarves
- Info
- Beast people
- Testing
- Gnomes
- Stuff
- Other
- Things that you folks think of that don't belong to any of the races within Erde. There will be more coming soon.
- Mulgrave School of Magic
- Info
- Herkins Academy of Knights
- Testing
- Amworth Merchant and Artisan Colligate
- Stuff
- Testing 1
- Info
- Testing 2
- Testing
- Testing 3
- Stuff
- Character sheet
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Name:
Age:
Place of Birth:
Place of Residence:
Occupation:
Description: Pictures are optional but a brief description of their look and personality is needed.
Skills/Abilities: 3 categories- Physical Skills (i.e. Sword play Unarmed combat), Magical Skills (Each character gets two base elements and one divination that gives them three advanced classes of magic.), Education (Choose from one or two of the three available schools that have locations scattered through the continents.)
Weapons/Gear/Items:
Background:
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