View Full Version : For Lost Soul (alpha)
Parzival
12-17-2006, 01:49 PM
This was for a group world we started creating over at RPGHost a couple years back. (O'Borg moderating. All of it has since fallen into the memory hole.)
Introduction:
The basic idea was a rough analog of the Mediterranian, but with a broken land bridge in the middle. (Roughly the Algiers-Malta-Sicily-Italy corridor, but passable by small groups at low tide.) I positioned my focus on the only reliable deep-water crossing of the bridge. I was working on the gnomes, who were obviously inspired by the Jews, and their location was mainly inspired by Venice, Constantinople, and Malta.
The largest and most agressive empire in the world were the elves. They were the last-born and most perfect of the races. And of course, had a huge racial superiority thing going on. Humans were pretty much a slave race of the elves. (At least to the point where the thing fell apart.) The elven empire was largely based off Egypt, and located on the southern edge of the sea. They had a racial vunerability to incapacitating sea-sickness. So there was a niche for half-elves as merchants and sailors. But they had a very *definate* social stigma.
My gnomes were the first-born of the races. And had, at one time, been slaves under the elves. Until a great prophet led them to freedom.
And so, here's the info I retained.
(I also did the polytheistic religion "template", with a few ideas on how to modify it for various races/cultures, but I evidently didn't save it. And there were numerous notes and comments on the gnomes and their culture that I didn't save. Such as considering the albatross as a holy bird.)
Parzival
12-17-2006, 01:57 PM
Vintik
(Vintik is a Yiddish word for "windy". Just in case you were wondering.)
Vintik is the city-state dominating the only easily accessible passage between the Sea of Tumult, and the Sea of Sorrows. This city-state gets most of it's revenue by charging tariffs to pass through the natural straight. The population is primarily composed of gnomes, and is monotheistic. The residents consider themselves to be "God's chosen people", and relations with the various elven states are often strained by this. (And by the Vintik mythology that holds that their people were held in slavery by the elves, until a great prophet of God lead them to freedom.)
Vintik imports more than it produces, but is a noted exporter of olives, olive oil, fine wines, preserved fish, pearls, finely wrought mechanical devices, and delicate buhlwork (inlays, often of decorative wood, metal, or mother-of-pearl). Their engineers are on par with the Elven empire's best, their sailing-ships travel the known world in trade, their moneychangers and lending-houses are famed for their cunning and ruthlessness, and their navy is without peer in the open sea. Stories also exist of the esoteric power held by religious leaders in this community. The truth to these stories is not commonly known.
Land travel to this community is difficult and dangerous for small groups, and virtually impossible for large forces. To the south, sirens, the famed maelstrom, and the dreaded dark pit of Harrow protect them. To the North, volcanoes are active (Including the always erupting "Kreftik", called "The lighthouse of the Tumult” by sailors), dragon sightings are common, and degraded races haunt the waste.
The Lesser Isles
The Isle of Glass
The Isle of Glass is a barren windswept rock, which bears the brunt of the Sea of Tumult’s notorious temper. On this island, jealously guarded from prying eyes, artisans have perfected the art of making silvered glass and glass pens. Sand is in plentiful supply, and Vintik has been blessed with large supplies of coal. The ever-present winds stoke the furnaces with a minimum of effort.
The Isle of Ghosts
The lonely wind moans across this island, and the hungry sea gnaws at its shore. Those are the only sounds the traveler is likely to find on this island. At least during daylight hours. Even seagulls avoid this desolate strand. The gnomes travel here only for funerary rites.
The Isle of Ash
The Isle of Ash earns its name from the grey dusting it receives from the religious rites performed at the Isle of Ghosts. This ash accumulates in the cisterns, and all water on this island suffers from a distinctive, greasy taste. Travelers are encouraged to try the beer instead. This island serves mostly as a foreign quarter. It is home to one of the major harbors of Vintik, and the one most favored by outsiders. This is a sentiment strongly encouraged by the gnomes. Most gnomes consider this to be an isle of ill omen. No religious gnome spends the night here if he can help it. More traditional gnomes often refer to this island as the Isle of the Apostates.
The Greater Isles
The Isle of Respite
The Isle of Respite is the largest of the islands of Vintik. Here is where the Prophet laid down his heavy burden, and passed into the next world. The king’s marble palace dominates the tallest hill of the island. Visitors are free to admire the grandeur from afar, but should not expect entrance. The mighty cove on the south of the island is the famed Armory; the home of Vintik’s famed naval fleet. Visitors are encouraged to avoid this area.
The Isle of the PromiseOn this island, the Prophet announced the Final Covenant to his people. Covenant Temple stands in memory of the moment. It stands high enough to serve as a convenient watchtower to monitor the Strait of Tears, and the surrounding islands. Inhabitants of this island are extremely suspicious of outsiders. During the winter months, Kreftik casts a dark shadow over this island.
The Isle of the Sacrifice
The nominal head of the Gnomish church resides on this island. His estate is nearly as magnificent as the king’s. The Temple of Sacrifice is the largest building in Vintik. Its splendor has been collected from the far corners of the world. Outsiders are free to visit in exchange for a nominal fee.
The Isle of the Everflowing Fountain
Home of the sacred Fountain Temple, this island has no shortage of potable water. As such, religious converts of other races tend to live here. The cistern systems on most other islands are simply insufficient to their needs. These converts make up a large portion of the priestly caste on this island.
The Great Bridge
Providence
Providence extends from the Strait of Love, south some fifty miles, to the dark pit of Harrow. There are small towns of Providence, but the area is primarily agricultural. Sheep, vineyards, and olive groves are common. Converts of other races and gnomes tend to live here experiencing the pastoral ideal.
(Side note: The ever-flowing fountain is/was a miracle of the prophet. And "The Promise" was a prophecy of doom.)
Parzival
12-17-2006, 01:58 PM
Iron Stab, The Accursed Land, Isle of Ash, the Last High Priest, and the origin of goblins
In the seventy-third generation after the fall of Vernarung, the heart of Madrig grew bitter. He turned his eyes away from his station as lord of the Isle of Beauty, and looked to the north. To the black and blasted land, of which the prophet had warned.
He gathered about himself stout gnomes who feared not the words of the prophet, and led expeditions to the forbidden north in secret. Bright gold and shining silver they found in abundance. Iron ore, they also found. It’s stained color promised the power gained by those who have hardened their hearts to God. And Madrig had a heart of stone.
He gathered his tribe, and moved across the Strait of Despair. Many recalled the warning of the prophet and fled to other islands. Many more followed willingly. For gold and power are often effective snares of the soul.
Tribal chiefs sent envoys, demanding imperiously that Madrig cease to endanger the gnomish race. To heed the words of the prophet, and repent. Madrig sent the messengers home, laden with gold and a message. “I, who was least, am now great. Do you fear that I shall not share my bounty, as you so long shared with me?” These words had great import to the chieftains, for Madrig was always one to take offense from the least of things, and had long accused the other chieftains of withholding his proper due. They began to prepare for war.
Erinthal, the High Priest, and Madrig’s own brother, sought to avoid war. He traveled to the accursed land, and went alone to speak with his erring brother. For he would not endanger the souls of his acolytes by having them set foot on that blasted shingle. Madrig arrived with four stout gnomes, and met his brother at the place now known as Iron Stab. What he and his brother said, is not known. For Madrig grew angry, and slew the Last High Priest, his brother. There is some question over whether the acolytes fled, or were pushed away by a friendly tide. But nobody doubts their description of the sun itself reaching down fiery fingers to punish Madrig and his followers. This was clearly seen by many gnomes on different islands. The acolytes report the skin of the apostates turning red, and survivors fleeing into dark holes to escape the sun’s wrath. These bent and twisted creatures, we now call goblins.
At the dawning of the next morning, a majestic cedar, gnarled with age, stood where Erinthal the Last fell. Hanging from the branches were the corpses of five goblins.
They remain there yet.
JasonStarfire
12-19-2006, 12:30 AM
Hey, I remember that. Talk about a trip down memory lane.
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