Kiwiki race © Blade MarcantelSunday, July 31, 2011
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!
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!
________________________________________________________
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.
________________________________________________________
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!
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!
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!
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
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.
____________________________________________________________
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.
____________________________________________________________
Game type:
MMORPG
____________________________________________________________
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.
____________________________________________________________
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.
_____________________________________________________________
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.
____________________________________________________________
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.
____________________________________________________________
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!
'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.
____________________________________________________________
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.
____________________________________________________________
Genre:
Fantasy, Tech, Magitech.
Game type:
MMORPG
____________________________________________________________
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.
____________________________________________________________
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.
_____________________________________________________________
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.
____________________________________________________________
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.
____________________________________________________________
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!
Subscribe to:
Posts (Atom)
