Wednesday, September 21, 2011

Finally, my last nation! It is very similar to my last posted nation since they came from the same place. It basically switches style from a steam punk theme to a magic punk theme.

Aaeire (Irians) – Formally Naareamians, the people of this nation spend their time studying the forbidden, at least by the Nareamians, arts of the Arcane. Though, they generally take more precautions than their ancestors did due to the destruction of the past.

Within Aaeire, you find two distinct classes of people. First, you have the lore keepers, the learners and teachers. They are old and young, locked in rooms with musty tomes and scrolls trying to learn the weaves and flows of the Arcane. Then, you have the inventors, the entrepreneurs, using the arcane to create their own technology or weapons for the military.

It was during the Shadow Wars that they finally set aside their differences with the Naareamians to send both magical constructs to war right besides steam powered colossal. Though, now at a tense peace, the two nations are still highly competitive as well suspicious of each other. Most of the worlds technology; though, comes from these two nations. Some people prefer magic while others perform machines.

Unlike Naaream, the economy of Aaeire was not significantly damaged by the wars nor was there a new lower class created. The Irians are probably the least affected by the war when it comes to damage and the economy, in fact. Recently, it is believed that Aeire has edged above Naaream in the most power nation of Triunia Major if you ignore the newly arrived Kiwiki.

Style: The cities of Aaeire are built in a very traditional sense with reliable stone in shapes of symbols of power for Arcane. Purple and shades of purple from light to dark are a popular color throughout the city due to its relation to the Arcane powers.

Clothes tend toward robes and robes converted to more standard styles for the non-lore keeper types. Many youths take robes, cut them in to two pieces, and sew the bottom portion into baggy style pants.

Hats of all variety are very popular throughout the cities.

Like Xuru, Knowledge and Art is a big part of Irians’ life. Huge statues are commonplace in the cities, and fountains are found on almost every street corner.

And like their sister nation of Naaream, production and industry are a key point in their life. You’ll find machines and constructs powered by Arcane magic walking up and down cities streets.

Again, like Naaream, Aaeire has become a melting pot of people and cultures.

Not sure what my next project will be. Possibly a short excerpt from Kiwiki or more Castor Skies.

Saturday, September 3, 2011

Yokai Siren

For Sirens, music is the life, the truth and the Source. By playing sacred symphonies and forbidden tunes, this class can cast powerful buffs and healing spells when in Crescendo State and crippling debuffs while in Diminuendo State.

This is just a pic of a Siren in her Normal State. Hopefully I'll crank out some art for both the Crescendo and Diminuendo States. ;D

Friday, September 2, 2011

Human Reavers


The Reaver class is all about dealing out a devastating amount of burst damage. The collars around their necks continuously administer an appropriate amount of sedative to their systems to ensure that they don't die from an adrenaline-induced heart attack. Reavers live a tumultuous existence, precariously teetering between calculated rage and rabid, uncontrollable madness.

Thursday, August 25, 2011

Yokai Runeweavers

Runeweaver doodles. I can't wait till I'm through all these sketches and can take them to color :)

Wednesday, August 17, 2011

Alrighty, back again finally! Just starting to get used to my new shift, so hopefully I can write more again. This is the 4th of my 5 nations, and the 5th nation is actually mentioned within as well. Hopefully, I'll get that written up soon, too.

Naaream (Naareamians) – The nation of Naaream was not always a technological culture. In the past, just like the other nations of Triunia Major, the Naareamians put their faith in the magic of nature. They tended toward practicing the harsher element of fire. With the power harnessed, they created magnificent cities that stretched across the face of continent. And peace filled the land. Aer-Ith controlled the underworld and mountains, Naaream held the middle ground, and Xuru ruled the skies. There was a balance to the world, and the elements of power were used in harmony.

Then, scholars of Naaream discovered a new magic, a new power. Outside of the elements of nature, they discovered the Arcane. However, it was misunderstood and abused. While the natural elements flowed with the energies of the world, the new arcane powers seemed to stress that balance, and the very strands of the universe could be unwound by it.

The leaders of Naaream decided it was best to leave such magic alone as there was more to understand about it before seeking to use it for benefit or luxury. Not all agreed; though, and a faction of Naareamian scholars continued to practice in secret until the fateful day when an experiment went wrong and leveled the capital city of Uurinim. Everyone in the city was killed, and the Naaream nation was crippled economically. Their leaders were dead, and the mecca of their art and culture was gone within seconds.

The Naareamians banned the use of magic, for the most part, all together. Anyone that was not happy with it was banished from the nation, including all those who refused to give up the study of the Arcane.

Rebuilding their nation without the use of magic was the first difficult step for the people, but they managed to do it. They begin to create machines and other creations that would replace what magic once did for them. Largely based on steam power, clockwork, and oil; the nation began to rebuild new cities over their old ones.

A new culture was born, and a new people. The old city names were forgotten, and new names, less traditional names took their place. Smog filled the skies, and the streets were full of inventors and entrepreneurs with smudge-covered faces and white tooth grins.

Naaream become very industrious and grew to be very powerful economically, far surpassing both Xuru—who dealt in knowledge and arts—and Aer-Ith—both of which worked with raw Ores. Naaream could take both the knowledge and materials produced by these nations to create new, more powerful products.

Their only competition when it came to nations was the nation formed by their own exiled Arcane users, Aaeire.

During the Shadow Wars, Naaream and Aaeire were forced to work together as the largest nations to fight the Shadow Wraiths with the smaller, more mobile nations of Triunia Major. Both nations were seen as using the smaller nations as front line shields to avoid widespread damage across their own cities. Whether or not it was true, Naaream did not suffer near the damage of Xuru and Aer-Ith; however, economically they were ruined. A new, lower class was created during the 300 years of war with shanty towns being built in many of the Naareamian cities.

Style: Naareamian style is based a lot on the uniqueness of their technology with a mix of their old traditional clothing. It isn’t rare to find a woman in a fine, flowing dress or a man in a suit; however with clear mechanical attachments for functionality or flare.

When it comes to the common folk, they tend to dress in modest clothes or jumpsuits depending on if they’re working or relaxing; however, the lower class tends to work far less than play.

In summary, they have a 1920 American flair, the standard steam punk variety with an additional clockpunk and oilpunk added in.

Skin color varies as the country is a large melting pot. So, you have fair skinned, light, tan, and dark walking the streets in relative harmony.

Finally, even though magic isn't used in the nation, for the most part, their traditional Firespeakers still exist. They keep alive the old traditions of the culture, but no longer use magic; instead use machinery to produce their fire and flames.

Be back soon with more! I also still have a Kiwiki short excerpt along with a trip down a Naareamian city planned! And hopefully more with Castor Skies!

Saturday, August 13, 2011

Kekuatan - Air Pirate Fanatics

I have been working on this, off and on, for a couple of weeks. I wanted to bring to the game an air-based nation; but one that was a bit strange. Fanatics of all kind worry and concern me, but pique my curiosity at the same time. Human beings have this horrifying ability to believe in something with an unlimited depth of passion and fervor even if there is no proof they are right, and yes, even if what they believe runs counter to logic and nature.

The world of Triunia strikes me as just the place for science fanatics. In a world where magic runs hand-in-hand with technology, someone who completely eschews magic would be seen as weird at best, or a dangerous fanatic at worst. So was born the nation of Kekuatan, a nation of airborne pirates who use technology that defies the logic of their very world. The nation was born of the madman/scientist/inventor Robert Storm.

Here is my vision of Kekuatan, preceded by a musing of mine on Triunian science.

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Note on the place of science of Triunia
From the beginning of recorded history on Triunia, magic has been the force that propelled science. Even early on the Triunian ancestors discovered that Un, Ni, and Ia together created an amazing burst of power. When combined inside a reactor they provide near-unlimited power; despite being used from antiquity however, no one is quite sure how the power is created. Called Unniian Reactors, these devices are moderately expensive to create, but last for centuries. As such their use is widespread, and everyone from princes to paupers utilize them in their everyday life. While war wasn't unknown amongst the nations of Triunia, they were often fought over ideological difference than a need for resources. In the past, attempts were made to create a power source that did not require the rare resources, but all efforts fell well short of the fantastical sustained power of Un, Ni, and Ia.

Brief Biography of Robert Storm
Ever since he was a young boy in a suburb of Deeson, the capital of Kharogo, Robert Storm was considered to be just a bit odd. While other young brilliant children would cobble together tech using Un, Ni, and Ia as a power source, young Robert Storm would be found tinkering with non-magical materials in novel ways to reach the same ends. Like all young children who refuse to do what is considered "normal" Robert Storm was constantly mocked by his peers. He quickly learned to keep his tinkering a secret, and outwardly portrayed a zeal for creating novel magitech devices. At the age of 18 he graduated college and applied for a position in the Ministry of Defense, where he was almost immediately hired. He started in the Personal Weapons Systems division where he began to create arms for the Kharogo's military. He saw his opportunity to return to his boyhood dreams of magic-less technologies, and his first creation was a hand-held device that used a tensioned steel rod to launch a bolt of wood at high speeds with hardly a whisper. His creation was seen as barbaric by his fellow scientists; while most magitech weapons killed relatively cleanly, his devices killed in a messy and traumatic fashion. His fellows may have seen him as a monster, but the heads behind the Special Forces division saw a place for Professor Storm's ideas. In the middle of the night, he was transferred to an isolated weapons laboratory in the mountains and was given an immense budget to develop his ideas away from the public eye.

The Shadow Wars Begin, and a New Nation is Born.
When The Gloom invaded from the Realm of Shadow, Triunia as a whole was caught off guard. A brief war had just ended between two of the major nations, and most of the world were looking forward to a brief period of peace and prosperity. The small nation of Kharogo had different plans, and had been secretly building up their forces. Their intent was to use these forces to expand their territories in the brief lull, but like all other Triunians they found themselves scrambling to preserve their very lives. The initial assault of the Gloom shattered the defenses of the Kharogoians and struck their Special Forces weapons laboratory hard. Many lives were lost but the brilliant and eccentric scientist Robert Storm managed to use some of his oft-ridiculed designs, and a few lab assistants, to fight off the attackers.

While he survived unscathed physically, Professor Storm was forever changed by his experience. The designs that drove off the Gloom attackers were his common tech; none of it was powered by any sort of magic at all. Where the focused beams of magical energy were harmlessly absorbed or deflected by the attackers, simple steel hammers easily stove in their skulls. In a wild snap of sanity Robert Storm re-ignited his conviction that using Un, Ni, and Ia was a crutch. His firm belief was that Triunian civilization as a whole relied too much on magic, and the only way for civilization to survive would be to abandon them completely and embrace what he saw as pure science. While the ruins of the laboratory smoldered behind him, he loudly proclaimed that he would develop a power source that was independent of the rare minerals. His allies and fellow scientists called him insane for this idea, and begged that he throw his avant-garde plan aside and do everything he could to help defend Triunia from the Gloom.

Their wishes fell upon deaf ears. Professor Storm and his assistants turned their weapons on the rest of the scientists, slaughtering them in minutes. The fanatics gathered the gear and supplies that had survived the Gloom attack, set the facility's Unniian reactor to overload, and vanished into the night. The resulting explosion destroyed everything within a few miles of the facility. The outside world had no idea of what happened at the facility; when Kharogo's scouts arrived on the scene, they assumed the Gloom had wiped out the facility entirely. The Kharogo government spun the attack to their public as the uncalled for and wanton destruction of a medical research facility. The nation united under the banner of tragedy, and Kharogo entered the Shadow War.

Twenty years after the incident, vague reports of a band of pirates began to circulate. The survivors reported that pirates were uncommonly brutal; and even stranger was that they battled in airships which used no magitech at all. The government dismissed these claims as exaggerated nonsense by panicked civilians and did not pursue them further. As time passed these attacks became more and more brutal, and a wide area of the mountainous regions of Kharogo was declared off limits to all travel. The growing Shadow War took the majority of the attention of the Kharogo government, leaving the pirates free to expand.

The war continued to rage until the Gloom surrounded Deeson. The commanders of the Gloom demanded the surrender of the nation; the choice offered was either surrender and die quickly, or fight and die in long, drawn out pain. Before the government could reach a decision, chaos erupted in the Gloom's forces. Massive explosions went off sending white-hot metal shrapnel ripping through the infantry. Airships roared up from the hills surrounding the city while firing explosive bits of metal into the Gloom army. As their sensors were attuned to the signature of Unniian reactors, the Gloom were caught totally unawares and the pirates were able to destroy the Gloom with minimal losses. The city greeted their saviors with joyous exultation, and the victorious forces of the pirates hovered over the city. A loudspeaker on the largest airship, the Promethean crackled to life and the voice of Professor Storm boomed over the city. A transcript of the beginning of his speech survives:

"Citizens of Kharogo! I am Professor Robert Storm. Twenty-five years ago the Gloom attacked my science outpost and senselessly slaughtered almost all my friends. With raw ingenuity and dedication, my loyal followers and I managed to survive and grow in power. Too long have you lived under the oppression of the so-called science of Un, Ni, and Ia! True, magitech weapons have dealt impressive blows against the Gloom; but see how my weapons devastate them with ease! Dissolve your government, and join us! With the backbone of industry that you can provide, and the technology I will give you, we will crush all that oppose us! Even the Gloom will tremble at our feet!"

With that speech, the nation of Kharogo turned itself over to Professor Storm, and the nation of Kekuatan was born.

Kekuatan's Early Years and Description
While his forces secured the city and mopped up the remaining Gloom forces, Professor Storm debuted the technology that he claimed would turn the very tide of the war. His technology got rid of the Unniian reactors entirely, replacing them with a proprietary power source of his own called the StormHeart. These StormHeart devices were half the size of a common Unniian reactor and were completely sealed off; the only thing marring the surface were two prongs that provide power to whatever is connected to them. StormHearts were compatible with all devices previously powered by Unniian reactors. Only Professor Storm knew where the StormHearts were manufactured; they were made in fully automated factories in complete and utter secrecy. He claimed that the secrecy surrounding these devices was to prevent the Gloom and Kekuatans inevitable Triunian enemies from developing countermeasures. The weaponry that Professor Storm introduced was low-tech; mostly black powder projectile weapons. The projectiles developed by Professor Storm explode upon contact. These projectiles and weapons were also produced in the same extreme secrecy and locations as the StormHearts.

In the years that followed the coup of Robert Storm, Kekuatan drastically changed. The democratic government was dissolved and became a dictatorship with Robert Storm at the helm. The city of Deeson was torn down for raw materials, and the nation quickly converted to a nomadic way of life. Massive flotillas of airships were created from the very bones of the cities and allowed the population to patrol the nation, fighting the Gloom where they could. These piratical flotillas caused the borders of Kekuatan to constantly shift as they raided nearby nations for materials.

Despite this sudden and complete separation of their technology from Un, Ni, and Ia, Kekuatan immediately started to hoard the rare minerals. They sent marauders to hijack convoys, and used what economic resources they had to purchase surplus from other nations. The massive surplus that Kekuatan formed were placed in hidden warehouses, deep in the mountains. No one knows why they are stockpiling these materials.

The Death of Robert Storm, and the Current State of Kekuatan
Three hundred years after the Shadow War began a tentative end was finally reached. Kekuatan managed to survive the war but the people have become a savage nomadic race of pirates that pillage their neighbors to survive. Professor Storm himself gave up his dictatorship on his 100th birthday; he named his young protege to be his successor and left the nation of Kekuatan to live out the rest of his days in an unknown location. The automated factories that Professor Storm set up to create StormHearts are still in operation somewhere deep in the mountains of Kekuatan's land. The location of these factories is known only to Professor Storm's successor, who is always a singular person and always inherits command of the largest airship, the Promethean. The nation has not advanced much technologically in the 300 years of war. Most of the ranged weapons are brutal and barbaric projectiles, and most melee weapons are cruelly barbed and sharpened swords. Since the original flotillas were created, reportedly no new ships have been made; the ships are tough and well-built enough to last for centuries. StormHearts burn out after around two months of operation, so the airship flotillas do have to resupply regularly from the stockpile aboard the Promethean. As a rule Kekuatanian flotillas despise all users of Unniian reactors and often leave their targets, be they airship or city, as a desecrated barren waste. While Kekuatan's weapons are very effective against the Gloom, the nomadic nation cannot seem to organize well enough to bring their true power to bear.

Thursday, August 11, 2011

Shadowborne Aristocrat



Quick color sketch of a female Shadowborn aristocrat. Well...as colorful as it can be. Those guys sure love their angsty black wardrobes. :P

Here's the male and female side by side.

Wednesday, August 10, 2011

Castor Skies and the Fall of Ayrunu

So, I haven't posted in a while, but I'm back! I have two more nations I want to get up, but first, I thought I'd toss this small (very small) excerpt from a short story I'm working on for Pathseekers. It's about the Fall of the Xuruian capital, Ayrunu, though the the eyes of Castor Skies. Castor is my first "hero" character. Think of him as a major player in the history of Triunia. Anyway, this is what I got so far.

The man once known as Castor Noran looked lazily into the sky. It had been over fifteen years since he was accepted by the Xuruians, and moved to the capital city of Ayrunu. There he became Castor of the Skies or Castor Skies, which he generally used when signing books. That’s right, finally he was an accepted novelist, poet, and all around philosopher. It was his skill with the pen that finally persuaded the Xuruian leaders to accept his request to join their nation.

Clouds floated casually over the city as Castor remembered the struggles he went through trying to become an official Xuruian. They weren’t the type to let just anyone in, and Castor was the exact opposite of the people of this nation.

He was born in the nation of Aer. In fact, he was raised to be the next ruler of Aer-Ith along with his twin brother Cyron. Given Aer-Ith’s disposition to choose twin emperors, they generally groomed multiple sets of twins at al times to take the throne one day. Cyron and Castor Noran were at the top of the list before Cyron was killed in a mining accident that many believed was not an accident at all but a ploy to take Noran family out of the running for the crowns. Ploy or not, it worked.

Castor could not be a twin emperor without a twin, so like all not chosen to be the next ruler, Castor would be groomed to a duke or earl under one of the emperors.

Castor had other ideas. He was never one for royalty or nobility in the first place. It was never his choice to be an emperor, and his brother enjoyed the notion far more than him. Castor saw it as an opportunity to do something else entirely. And while it’s true that the nobility of Aer-Ith are far more into the intellectual world than the lower classes, not even they compared to the creativity level of Castor Noran.

His politics were seen as ridiculous, his philosophies as lazy, and his writing as fanciful and a waste by his people’s standards. So he did what very few Aers ever did, he left the mountains. He set his eyes on Xuru almost immediately; goggles on, of course, to protect his sensitive eyes from the sun. And to the dark skin Xuru, he was a joke—at first at least. They saw his pale skin and goggled eyes as the sign of a sheltered fool, which is how they saw most of the people from Aer-Ith. Xuruians were people who believed the sky was the limit—quite literally—and they saw the people of Aer-Ith as blockheads and laborers.

Castor stretched out in the green grass as he smiled, remembering the first days in the flying cities. For a nation that claimed freethinking and open minds, Castor saw them as pretty closed minded and ignorant on first contact. It was this he used to his advantage. He used words, images, and colors to show them the folly of their thinking. It was with that they recognized how far from the path they had strayed. Originally, the Xuruians wanted to become the world’s source of knowledge and art, but somewhere along the path they had become very xenophobic and stubborn. It was Castor Noran who held the mirror for them.

Since that day, so very long ago, he had became Castor Skies and never looked back. Ayrunu grew and her libraries were full of tomes from the entire world. They even had a section dedicated to Castor’s works and travels. He had become famous from the Shimmering Coasts to the depths of Ith.

And now he was able to relax in the mecca of art and knowledge, one that he’d forever be credited to opening to the rest of the world.

“Master Skies,” came a voice from above him.

“Eh?” Castor said as he awoke from his memories of yesteryear. He opened his eyes to see his butler Tylen Roves standing above him. “How’s it going, Roves? I was just enjoying the clouds. You know, dreaming of the past and how I came to be here.”

“Very good, sir,” said the older man in his very drawn out voice. He always seemed to be getting everything he could from each word. It’s why Castor hired him. “I was sent to warn you that the weather looks like it is going to be dreadful.”

“What? I talked to Hlotir earlier, and he said it was smooth sailing today. No need for sky shields or anything.” Hlotir Yymen was a Stormshifter, which to say was a specialized Airshifter. He studied the elements of the skies, and was generally good at predicting natural weather as well as creating it when necessary.

“Aye, I heard the reports, sir. However, look at that,” replied the butler pointing off to the left.

Castor sat up to see what the old man was pointing at, and even with his dark goggles on, he could tell the clouds to the far left of Ayrunu were darker then the rest. They were not just dark; though, they were black, and it was blacker than Castor had ever seen clouds before.

“That’s not storm clouds, Roves. Get inside and start packing.”

“Sir? What is it?”

Castor ran his hand through his fiery hair and replied, “I don’t know, but it isn’t any kind of storm clouds I’ve ever seen. Something is about to happen. Something big. Have you ever wanted to be part of history, Roves? Something that would be remembered forever.”

The butler paused for a moment and scratched his head. “What do you mean, sir?”
Castor looked back toward the approaching clouds and said, “We’re about to live it, Roves.”

I totally want to write more. I really like Castor! Red hair, freckles, and all! Anyway, hope everyone here liked it! ^_^

Yokai: Take Two!


Received some feedback on the first designs and made changes accordingly. I think they're looking more dragon-y now.

Yokai

Just some doodles for the Yokai race. I took the tails off; they were too reminiscent of Draenei.

Saturday, August 6, 2011

Race/Class Braindump

I'm gonna go ahead and just leave this right here. Feel free to comment or play off these ideas, or offer suggestions - these are just some of the things that have been knocking about in my head and I wanted to get them down on pixels.


More race possibilities:


Human (working title) - the default race in Triunia. Look like humans but need a different name and backstory.

Shadowborne - Dark, scaly, shadowy, corrupted race. Backstory already established.

Solari - Spritely elves with copper skin and golden hair. They love the outdoors and the daytime. Their home "city" is a giant tree that straddles the banks of a mountain waterfall. It is surrounded by a lush forest and acres upon acres of sunflower fields.

Technosapien - Modified "human race", derogatorily called "tech-heads". These beings have modified themselves using magitech. They travel in huge, creaking vessels that move over the land in colonies, kind of like how the jawas have their sand-crawlers.

Yokai - Japanese/Eastern-influenced race of people with dragon blood in their line, a kind of dragonfey but badass looking. Horns, tails, slit noses, reptilian eyes. Dragon samurai.

Phaunos - Humanoids that have goat legs and horns like satyrs. They live among nature as protectors of the forests and wild places of Triunia. An extremely fierce, tenacious people, they tend to run in small pocket tribes. They have wild hair and wear earth toned leathers and hides.


More class concepts:

Runemaster - Spell DPS class - Combines powerful runes to invoke magic spells. Tattoos all over body of various runes, wards, and symbols. Earns runes as rites of passage. Makes own clothing, sews on runes using magic thread. Very guarded way of magic. Master/student structure of learning. Their temple is found high in the mountains.

Wildheart- Summoner class - A wild person who has chosen to shed society, magic and tech to walk with the earth spirits. Powers come from the blessings of nature and the beasts only. Very connected to the land. Summons animal totems to aid in battle. Deals with animal medicine and nature spirits.

Soulmender - Healer class - Healers who use mudras (sacred hand signs) and astral sigils to bless and cure ailments. Acolytes of this religion travel far and wide looking for children that show inclination towards the healing arts. When one is found, he or she is taken to the House of Oma (their celestial goddess) and trained in the ways of the Mysteries.

Hexxer - DoT DPS & Status ailment class - Dealers in darker magic such as mind control, poisons, hexes and status ailments. Passed down as tradition usually in gypsy families. Those outside of the tradition learn by way of bartering, sometimes with their own power or soul.

Shadowdancer - DPS class - Needs description.

Oracle - Healer class - Upon entering the Order, initiates ritualistically blind themselves so they may use Second Sight magitechnology. Their headquarters is hidden in a secret location within the Baj'ravi Desert. They heal by taking away from their own life pool and giving it to others. They have an ability to build themselves back up so that they don't die from tapping someone else's health who isn't taking damage. Their philosophy towards life is very different from Soulmenders. While Soulmenders look outside to their goddess for strength, Oracles look within for discipline and to find perfect balance.

Warborn - Heavy Melee DPS/Tank class - The children and grandchildren of the 300 year Shadow Wars. From an extremely young age, they learned to fight the oncoming hordes of the Gloom. It is a legacy they continue to proudly and fiercely uphold.

Reaver - Fast Berserking DPS class - This dual-wielding class exists to inflict massive, insane burst damage against targets while needing a certain amount of downtime to recover afterwards. No backstory yet, but feel free to take a look at the history of real Berserkers for any ideas.

Siren - Utility class - Needs description. Bardic class.

Two New Classes

Drummed up two new class designs. You all have probably seen these on my Facebook, but I'm posting them here again anyway :D


Hexxers learn their art as it is passed down from generation to generation. Many practitioners come from families of gypsies or wanderers who have kept the tradition alive for many hundreds of years. When the Gloom descended on Triunia, the practitioners were amazed - and horrified - to discover how their power grew as the shadow over their world grew. Now that the shadow is receding, those who hex are determined to find new strategies to keep their powers alive - no matter the cost.

As a class, Hexxers use DoTs and status-impairment spells to thwart and frustrate their enemies.

Soulmenders use mudras (sacred hand signs) and astral sigils to bless and heal the wounded. Acolytes of this religion travel far and wide looking for children that show inclination towards the healing arts. When one is found, he or she is taken to the Temple of the goddess, Oma, and trained in the ways of the Mysteries. Soulmenders were an integral part of the Shadow Wars, though their numbers suffered greatly for the aid they offered.

As a class, Soulmenders use different mudra and sigil combinations, which combine to produce different healing effects.

Thursday, August 4, 2011

Segenlie, The Barren no more.

Segenlie lays only a few miles north of Evernight, the new forged home to the Shadowborne.

Its land, once barren and only used for travel when no other route was possible due to the smoldering heat, began to thrive the further The Gloom's odd influence had spread, the more their land seemed to thrive. The rain above seemed to the precise amount to grow crops, the ground below would raise it's fruit and plants in return.

The Boarding nations of Ution and Bythennor sent their farmers, merchants, and artisans to Segenlie, accompanied by a small league worth warriors, to spread their allegiance to Segenlie now that it held promise and potential to become a place of prosperity.

Those of Segenlie accepted their offer, and forged a brittle friendship with the neighboring countries.

But the Segenlie's did not forget the years and years prior to The Gloom's arrival, for generations their people had begged the neighboring nations to assist in the growth of their crops, shelter, and lords forbid, some form of entertainment to remove their minds from their own devastation.

But the time of the Gloom had come, and 300 years later left, leaving Segenlie nearly has prominent as the countries of Ution and Bythennor combined.

When the Utionans and Bythenoor's sent their finest warriors to confront the The Gloom head on, Segenlie would claim they were far too busy catching their land up from centuries of neglect to assist the mighty countries.

Soon, after the first battalion's left, and would return only months later primarily in the cloth of the dead, it seemed with every funeral of the neighboring countries held, Segenlie attended less and less.

They were so focused on their own recovery, that the 300 years of the war had been the most prosperous in their countries recollection. But now that the war, and worst of all The Gloom has stopped spreading, as the shadows retreat the more the light of Triunia shines, they fear that they will return to merely a desert, a waste of land that would be forgotten as easily as they had been in the past.

That is when Segenlie invited the Lords of both Ution, and Bythennor, in promise to grant them the defenses and resources they would need to become what they once were prior to losing so many brave men.

It was that night, which would be known as the night of 'Emanio Umbra' (The Spreading Shadow) that the ruler of Segenlie, Lord Eike Secwar, had would could only have been the very descendents, that Ution and Bythennor's men had sent just under 300 years ago, slit the throats of their homelands current leaders.

It was that night, that Ution and Bythennor scrambled to close their gates and homes, just as the fear of The Gloom vanished, they had to recoil from becoming the open kingdom they wished to be. Because Segenlie had betrayed them. But that wasn't all that became.

It was that night, that revealed, through whispers and mummers, some believing it as they believed the sun to be bright, and others casting it aside like a rotten fish- That all the nations of Truunia would learn how Segenlie had been so focused on their goal of personal prosperity while the rest of the world was under siege.

Lord Eike Secwar, Ruler of Segenlie, was not a descendent of the one who went before the near kings, begging that now was the time for them to help build an alliance who would remain until the end of days, He was the same man.

The Gloom had an odd effect indeed on Segenlie.

The rain above seemed to the precise amount to grow crops, the ground below would raise it's fruit and plants in return. But oddest of all Segenlie's secrets, was that the land had returned the generations of torment to the men, women and children who cared for it the first chance it had to leave.

The people of Segenlie, did not age. This was their most personal secret, but not their most devastating.

The night after the events of 'Emanio Umbra' Lord Eike Secwar knew the Gloom's influence would lead their land sooner, so their was only way to hold it there.

By bringing those born of shadow, onto their lands.

Lord Eike Secwar sent a small battalion on a most severe mission to bring the Shadowborne refugees of Evernight to a place where they would know the joy and pampering better than they had ever dreamed of.

After all, what better way to reach out to another race 'suffering' the same aging change as your own, than to let them think they have found a new homeland.

'Those that become to feel at home within our land, will never question if they are slaves. Lord Eike Secwar told the twenty warriors disguised as prophets he had sent to Evernight to give promise of hope to the Shadowborne.

After their successful missions, they continues to 'recruit' more and more Shadowborne, as the lands of Segenlie continues to flurish, the king returned his gaze to that of Ution and Bythennor, or as he hoped to call them 'United Segenlie'

Sunday, July 31, 2011

Kiwiki male

Kiwiki race © Blade Marcantel

Aer and Ith

And now for my third nation summary! Nikki covered the Shadowborne quite magnificently, so I only have two more nations up my sleeve after this one! Yeah, this one is two, but really they're one. You'll see!

Aer and Ith- The twin nations, sometimes referred as Aer-Ith, but generally they prefer to be discussed separately despite their union. The people of these nations both inhabit the earth of Triunia, and have for thousands of years.

The people of Aer live within the mountains and the people of Ith under the ground. The cultures of both are pretty much the same, and the nations do not war with one another. Siblings rule each nation, and while they can be male, female, or a mix; they’re always twins.

Like Xuru, before the Shadow Wars, these nations were powerful and stretched across the continent with huge sprawling underground metropolises and twisting mountain cities. Their wealth was not built on philosophy and arts, but brute strength and minerals. Aer and Ith provided the finest ores and other precious stones throughout Triunia Major. Even after the war, their ores are highly sought which is one of the contributing factors keeping the nations from collapsing from all they lost in the wars.

The Aer and the Ith are terra-formers as well as miners. They could create miles of mines in no time as well as construct mountain ranges where only flat grounds existed before. It was the Earthbreakers that stood out the most in the Shadow Wars, and it was they who built the front line defenses against the Shadow Wraiths. The ground itself would be ripped out from beneath the Gloom’s armies. This, of course, made them a prime target for the Gloom.

Along with Xuru, Aer-Ith suffered the most damage throughout the war. The twin nations were left in ruins, but the Earthbreakers begin rebuilding their once great halls and subterranean cities as soon as the war ended. They may have been beaten, but they would always brag that they would never be broken. And you’ll be hard pressed to find a man alive who’d disagree with the resolve of these nations.

Style: As a people, The Aer and the Ith are the epitome of hard workers. The nations were built on the work ethic, and even the royalty of these nations are more likely to be found in the mines than a formal affair.

Both the people of Aer and Ith tend to dress the same. They tend toward bulky leathers and clothes for casual wear despite the temperatures within the earth, and even then you rarely see them sweat. For more formal attire, work, or battle; the people of these nations favor gear made from the ores they mine from the earth. Aer and Ith make the finest clothing from heavy materials, but are able to make it light weight. Many believe it’s done by Earthbreaker magic.

As far as coloring goes, the people prefer earthy tones for clothing and architecture. The architecture itself is normally built into the natural structures found underground. Both Aer and Ith try to be as one with the earth as they can.

The people of Aer-Ith are paler than any other people within Triunia Major due to their time spent within the earth. the Ith do tend to be the paler of the two as they travel above ground even less frequently than the The Aer who do on occasion leave their mountain homes to experience the sun. Thousands of years underground have lead to the Ith to be blind. The Aer have poor eyesight in the sun, but excellent night vision. When above ground, The Aer and the Ith both tend to wear dark glasses or goggles. Hair ranges from light brown or blonde to red.

The twin nations do not have battleships or airships, instead they use giant moles and the large subterranean worms as transportation through the depths.

Oddly enough this race turned into the hard working labor class. I was thinking of going with a monk type race, but apparently forget when I started writing. Oh well, I think it works out!

Race Sketches

Quick idea sketches of a feral female and civilized male of the Shadowborne. Not sure I have it pinned down yet.


Kiwikian girl with fruit. She's rockin' dem dreddies. I'd like to draw a Kiwikian warrior next. Race © Blade Marcantel

Saturday, July 30, 2011

The Shadowborne

I thought I would jot down a more comprehensive history for the Shadowborne, one more solid than the one I originally had. Hope you enjoy!
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At the very beginning of the Shadow Wars, the people of Triunia united in full force against their common foe. After the devastating fall of the Xuruian capital, Ayrunu, each ruling nation dispatched an army made up of its country's finest warriors. Confident that their sheer numbers and vast array of magitechnological constructs would prove victorious, they faced off against the Gloom on the immense plains Triunia Major, what is now known today as the Western Wastes.

But during the battle of the First Fall, the enemy unleashed a powerful weapon. A dark, inky concussive wave rolled over the bulk of Triunia’s armies. Hundreds of thousands of Triunia’s finest dematerialized from the physical plane and were reborn into shadow as creatures of the Gloom. Though they vaguely resembled their former selves, their skin had gone scaly and had turned the color of pitch. Dead, tendril-like hair hung limp from their skulls and their eyes glowed ghostly white.

The uncorrupted Triunian soldiers fled in terror. Outmatched and outnumbered, they were slaughtered by their own former brothers and sisters. Only a paltry few survived that day, and those who did ensured that their stories were heard by the nation’s leaders. Word spread across Triunia. The world mourned its gaping loss and hope began to dwindle.

However, due to a genetic defect in the Triunian biological make-up, the newly created shadowspawn began to regain their old memories and allegiances of their former lives. Many could no longer be controlled by their masters and were put down. A former general-turned-shadow by the name of Dayne Corbas led a bold rebellion out of the Gloom and freed his people. All allied under him, calling their new race the Shadowborne.

Corbas' people made valiant attempts to return to their old ways of life and to reintegrate themselves among the rest of Triunia. But these efforts were met for many years with distrust and loathing, even from their friends. Even from their family.

With no home to return to, Corbas led his heartsick people back to the beginning, back to the place where they'd been born. Together, they founded the cavernous city of Evernight within the dark canyons of the Western Wastes and began to flourish. Through numerous treaties and the tireless effort of countless ambassadors, the Shadowborne formed tentative alliances with reluctant nations, who needed both the manpower and the insider information regarding the Gloom's inner workings.

Now, reviled by their former race and rejected by their creators, the Shadowborne tread the path of the outcast as they strive for peace and survival in a world where their place is no longer certain.

Due to their agility, incredible speed and tough, scaly flesh, the Shadowborne are very difficult to kill. Although they are not subject to disease or illness, steel and magic do work against them. Life span can exceed hundreds of years; no one has seen a member of the Shadowborne race die from old age. Indeed, it seems the aging process ceased to become a factor when they were turned. They prefer dark places as they can merge with shadow and travel through it. Their diet consists of flesh and blood. They have an insatiable, overwhelming urge to feed - one that the civilized Shadowborne have learned to keep in check. Though they can mate, it seems that they cannot produce offspring on their own. It is said that only by returning to the Gloom can they spawn and reproduce.

Xuru

So, I spoke to Mr. Morrison and shared my Sky nation with him, and it seems we have completely different ideas of where it should go. I know, writers with conflicting ideas, completely insane, right? So, since this is all pre-production, we decided, "Whatever, there can be a billion nations and classes at this point." No reason to cut or drop anything at the moment, and it gives the artists tons to work with! We can all sit down one day and discuss where to go with whatever we end up with. Maybe cut some, maybe merge some, maybe create a new continent. We'll see when we get there. For now, pre-production means limitless ideas and creative vomit! Here's my second nation!

Xuru (Xuruians) – The nation of Xuru was named for the first Airshifter who dreamed of cities that would soar through the sky above Triunia. While the namesake of the nation never saw the day, his descendants built the sky nation of Xuru from his dreams.

Before the Shadow Wars, Xuru was the Mecca of philosophy and creativity. People of all nations sought to enter the flying capital city of Ayrunu to visit the massive libraries said to hold knowledge that dated back to the first light on Triunia.

Poets, painters, bards, and artists from all walks of life could be found in the glistening streets. The huge, floating cities were said to be built on the clouds themselves to allow them to blend in and become one with skies.

But the cities weren’t their only claim to the skies. The Airshifters were known for their airships that ranged from mere balloons to flying battleships. It was these ships and the flying cities’ mobility that placed them on the front line of the Great Wars.

Xuru was wrecked by the war. Ayrunu was the first city attacked of all the nations of Triunia Major, and was the first Xuruian city that fell from the sky; however, it was not the last.

All of Xuru’s cities were brought to the ground during the war, and many were utterly destroyed. Only ruins remain of many of the great flying cities, and none fly these days.

The Shadow Wars lasted so long no one remembers how the cities even flew, so there are none alive could make the cities raise again even if the Xuruians managed to repair them. But this has not made the once great people give up hope. Many believe the secrets they desire are locked within the libraries of Ayrunu, but it was one of the cities left in ruins. Shadow Wraiths left behind from the war still roam its streets and halls as well as other wild beasts and sinister creatures. Many brave adventures that have sought the treasures within have not returned.

Even without their flying cities, the Xuruians have not given up their mastery of the skies. They are still able to produce their flying shapes, and many factions within the city have resorted to piracy to survive the dire economic problems that were borne from the centuries of war.

Style: The Xuru are still a proud nation that looks back to the greatness of their past, and so have begin rebuilding their nation as it once was hundreds of years ago. The standard garb of the people tends to be robes or very baggy clothing. The younger generation; however, have been keen on tweaking these clothing to their own tastes with slight adoptions of the new Kiwikian styles that arrived with that nation. The sky pirates tend to favor added flair with patches, hats (outside the normal turbans), and other accessories.

While the younger generation and sky pirates may add more variety; many Xuruians prefer tones of white and gray when looking for colors.

Centuries among the clouds and living in the sun have given the people of Xuru dark skin. This varies from light to very dark based on the family and mixing with other peoples. An average Xuruians hair tends to either be black or white.

I hope you like it as much as I enjoyed creating it! I plan on having another up later tonight! See you then!

Friday, July 29, 2011

Kiwiki

Alrighty, here is my first nation summary.

Kiwiki (Kiwikians) – The nation of Kiwiki came from across the seas at the eleventh hour of the war. The nations of Triunia Major were on the brink of destruction, and their defeat was inevitable. The military of Kiwiki, full of their own warforged soldiers as well as their unique Waterweavers, was the turning point of the Shadow Wars. After pushing the Gloom back into the Realm of Shadows, the Kiwikians set up an outpost on the border islands.

Five years after the Great War’s end, the Kiwikian foothold has grown into massive capital called the Pearl where emissaries and missionaries are sent out to the nations of Triunia Major to recruit to the Kiwikian nation as well as convert to their major religion.

Kiwiki wasn't always an imperialist nation or even very expansionist. In fact, before the Shadow realm invasions, the nation was very carefree and relaxed. These past natures can still be seen in the manner of dress the citizens and even the soldiers wear.

It was during the Great War, when the armies of the Gloom unleashed the same magic that created the Shadowspawn in Triunia Major, that the nation of Kiwiki was changed forever. Instead of created the Shadowspawn or seemingly doing what the Gloom desired, the magic seemed to empower certain people of Kiwiki. It was the people that became the military leaders, soldiers, and heroes of the war. One in particular was recognized as a god among men, and crowned as the God Emperor.

Before the war, the Kiwikians practice a peaceful religion that worshiped various water-based deities, but after the crowning the God Emperor the religious focus changed. The old religion wasn’t one that was shared with outsiders unless asked; however, the new religion is yelled from the hilltops. Any nation that joins in allegiance with Kiwiki must accept their religion. This comes with temples and priests throughout the accepting nations lands. The missionaries of Kiwiki attempt to spread the word through the streets of other, less accepting nations.

Style: The Kiwiki nation still holds on to their older culture when it comes to the style of their attire and architecture. Buildings and decorations tend to be very nautical in nature.

Casual clothing along with battle attire seem lacking when it comes to protection as the Kiwikians tend to wear shorts with only a battle harness of varying sizes and design across bare chests. Many are fond of shoulder pieces and helmets as well; however, it is extremely rare to find a Kiwikian in long pants or covered chests in most situations. Though, there are formal military and religious attire as well. These are generally long robes that button either to the far left side or far right side, but even these are designed to be removed quickly to reveal a more traditional attire beneath.

As a seafaring nation, Kiwiki is known for its boats. These range from small canoes to massive battleships.

And when it comes to colors for buildings, boats, and clothing; the Kiwikians tend to favor different shades of blue or light green.

The people themselves have sunkissed skin (think Hawaiian) with dark hair ranging from dark brown to black but can sometimes be a fairer color.

Hopefully, you like this nation, and you can see where I was going with it! I hoping I can get at least another done by the end of tomorrow night!

A Few Slight Changes

Hey everyone! I hope you're all excited about this awesome little project as I am! I've drafted up a few changes to the foundation here that I hope everyone is ok with.

First off, I've adjusted (as long as it is cool with everyone else) the length of the war from 100 to 300 years. This allows for more generations to have passed during the war which in turn allows a lot of older culture and ways of the past to be lost for some of the harder hit nations.

For now I've been calling the war,"The Shadow Wars," and the demon/wraiths as a group, "The Gloom". Of course this is all subject to change based on thoughts and comments from you all!

Shadowspawns have been moved from a class to a race and will have classes of their own. They're known as the Shadowborne with Shadowspawn seen as a derogatory term.

With the new Shadowborne nation, there are a total of six nations in Triunia Major (called Major as I haven't named the continent in which the current action is happening yet, but it is not the only one). I have a general idea of these nations, and I want to get a summary out for each of them. I planned on having that done tonight, but wasn't able to do it due to other things I was working on. I do have one nation summary done, and it will be posted above. In the coming days I should have the other ones up as well!

There's so much I want to write here, but too many incomplete ideas I need to flesh out first! Remember, the nation summaries coming up are just that: summaries! There are a lot more to the lore behind these nations, and I do want to flesh them out even more. Feel free to help me!

Tuesday, July 26, 2011

Oracle Outfits


Breakin' the ice here! Just some quick sketches of possible outfits for the Oracle class.

Sunday, July 24, 2011

The Database

What is Pathseekers?
'Pathseekers' is a concept for an MMORPG video game that takes place in the fantastical world of Triunia, just as its denizens are enjoying a brief respite from a bitter 300 years of war, called the Shadow Wars. This war was waged with a technologically-advanced race of demonic, shade-like wraiths - named The Gloom - that invaded from the Realm of Shadow. They were hell-bent upon harvesting the planet's rare resources of Un, Ni and Ia, the three main minerals that make up the compound that fuels all magitech. Worse still, their plans involved enslaving the inhabitants of Triunia and turning them into wraiths of shadow, as they have done with countless worlds before.

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What is the purpose of Pathseekers?
‘Pathseekers’ is meant to be a creative playground, a world where we can let our imaginations run free. It will be set in constant state of pre-production, meaning that the game itself will not likely ever be published, coded or shipped. The advantage to this is that there is no set end goal in mind other than to constantly generate pieces for our writing, art and animation portfolios while working collaboratively within the same world. We can also give and receive constructive feedback from our fellow project members. Writers, you will be able to practice your world-building skills. Artists, you will be able to take those written descriptions and use them to create concept art. This way, story can inspire the art, and the art can inspire the story, and everyone adds to his or her own writing or art portfolio.

So generate those short stories and maps, character descriptions, classes, races, cultures, ballads and legends! Sketch out lush environments, bizarre creatures, fantastical flora and fauna, props, weaponry and garb for new, exciting classes! Run up storyboards for opening sequences, breathe life into models, animate logos and icons and concoct spell animations. There are no limits to imagination; put your own hand print on this world.

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Genre:
Fantasy, Tech, Magitech.

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Game type:
MMORPG

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Setting:
The war-torn world of Triunia, during a brief rest from the 300 year-long Shadow Wars. The dark denizens of shadow have been pushed back and are retreating - but is it for good? Are they planning another attack? Alliances within Triunia's realms are tenuous at best. Inhabitants are doing their best to rebuild, but survival is still at the front of everyone's mind and the threat of another attack is always looming at the back.

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Races:

Human

Kiwiki (Kiwikians): A nautical-based, seafaring nation that turned the tide towards the end of the Shadow Wars and helped save Triunia Major. See the full description here.

Shadowborne: See the full description here.

Xuru (Xuruians): See the full description here.

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Classes:

Warborn: Heavy melee class/Tank class. The children and grandchildren of the 300 year Shadow Wars. From an extremely young age, these hardened ex-soldiers were born and bred to fight the oncoming hordes of the Gloom. It is a legacy they continue to proudly and fiercely uphold.

Oracle: Healer class. Masters of mind and of anatomical magic. Upon entering the Order, initiates are ritualistically blinded so they may use Second Sight technology, which enhances their psionic and magical abilities and allows them to manipulate the health and status of their companions at the cost of their own life force.

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A word on copyright and IP:
In the interest of respecting each other as creative individuals, please give credit where credit is due when compiling your portfolio. If you are sketching a piece of artwork based on the description of a writer, please cite his or her name as the originator of the idea. Likewise, if you are writing a short story based on a piece of art, please credit the artist. In this way, we not only keep things fair, but we help each other.

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A word on new members:
Only Author members of the 'Pathseekers' blog are able to post content, but anyone who wants to play in Triunia is welcome to join - have them shoot me an e-mail! Just remember: There are no Project Leads, no Art Leads, no Directors. So please deposit all egos by the door before entering. Then you can go nuts, and, most importantly, have fun!