Difference between revisions of "Talk:Myth"
From TheHolo.Net Forums Wiki
(→Magic in Myth) |
(→Aditional races?) |
||
(5 intermediate revisions by 3 users not shown) | |||
Line 10: | Line 10: | ||
--[[User:DasquianBelargic-2879|DasquianBelargic-2879]] 08:18, 9 June 2007 (EDT) | --[[User:DasquianBelargic-2879|DasquianBelargic-2879]] 08:18, 9 June 2007 (EDT) | ||
+ | |||
+ | Are we good with the amount of races we have now? We have men (obviously), elves (Fian/Glauca), dark-elves/trolls (Trow), undead (Nusakan). Maybe one more evil race (on top of those harpies you suggested) to balance it out... dwarves, orc, goblins, gnolls??? | ||
+ | |||
+ | --[[User:DasquianBelargic-2879|DasquianBelargic-2879]] 19:54, 9 June 2007 (EDT) | ||
== The Realms of Men == | == The Realms of Men == | ||
Line 44: | Line 48: | ||
[[User:LilaenaDeVille-2830|LilaenaDeVille-2830]] 13:00, 9 June 2007 (EDT) | [[User:LilaenaDeVille-2830|LilaenaDeVille-2830]] 13:00, 9 June 2007 (EDT) | ||
+ | |||
+ | '''About those Arabs...''' They're separated from the kingdom of Dalriada by a vast stretch of desert known as the Hadar Wastelands. Many Dalriadans believe that all the country to the East is desert inhabited by nomadic traders. But beyond the Hadar is a region of lush jungles and verdant savannahs known as the Kingdom of Ankaa. The Ankaaric civlization has developed largely independent of western influence and in some ways has surpassed Dalriada - their cities boast great colleges and libraries, magic-powered street lamps, internal plumbing, public baths with hot and cool water, as well as beautiful temples, palaces, and gardens. Their feudal society is governed by a council of regional Sheiks and their deputy Sharifs, though all swear fealty to the Rajjah, who rules in the capital city of Ankaarizad and commands the majority of the army. | ||
+ | |||
+ | Aside from ethnic rivalries, the people of Ankaa live mostly in peace united under the banner of their Rajjah. This was not always so. The verdant lands were once contested by another nation, Nusakar. The Ankaarim and Nusakans fought bitterly for many years until a powerful Ankaaric wizard ended the war with one horrific spell. The Nusakan lands became desert and the people crumbled into dust, but a counterspell preserved the Nusakan armies as immortal undead warriors. They still lurk beneath the sands to attack travelers indiscriminately and occasionally still wage war on Ankaa's borders. Those who disturb Nusakan crypts and other ruins risk incurring their wrath and joining the armies of the dead. | ||
+ | |||
+ | [[User:Kale|Kale]] 14:03, 9 June 2007 (EDT) | ||
== Magic in Myth == | == Magic in Myth == | ||
Line 49: | Line 59: | ||
Wizards exist, though the most talented magicians/spellslingers are taught from birth among the Arab inspired men who we haven't named. So we'd have a court ''wizard/insert title here for wizard'' in the big city, and perhaps hedge wizards, witches good and evil, etc. | Wizards exist, though the most talented magicians/spellslingers are taught from birth among the Arab inspired men who we haven't named. So we'd have a court ''wizard/insert title here for wizard'' in the big city, and perhaps hedge wizards, witches good and evil, etc. | ||
− | I think the magic should be elemental in nature, none of this Force junk. So each wizard would have skills in | + | I think the magic should be elemental in nature, none of this Force junk. So each wizard would have skills in two of the elements, but specialize in only one. Wood, Metal, Water, Fire, Air, Earth. |
− | * Wood - this specialty includes woodsmanship, tracking, influencing growth of plants and trees | + | * Wood - this specialty includes woodsmanship, tracking, influencing growth of plants and trees, and archery |
* Metal - swordsmanship, forging, physical strength etc | * Metal - swordsmanship, forging, physical strength etc | ||
* Water - healing, swimming, fish/ing?, etc | * Water - healing, swimming, fish/ing?, etc | ||
* Air - flight, birds, windstorms, thunderclaps, etc | * Air - flight, birds, windstorms, thunderclaps, etc | ||
* Fire - calling up fire, putting fire out, directing it, influencing emotions of others | * Fire - calling up fire, putting fire out, directing it, influencing emotions of others | ||
− | [[User:LilaenaDeVille-2830|LilaenaDeVille-2830]] | + | * Earth - Stone work, calling stones from the earth, immense physical strength (more than Metal), able to touch base 'earthy' emotions, influence crops (fertility of fields) etc.. |
+ | |||
+ | Some elements are mutually exclusive. You couldn't be wood/metal, water/fire or earth/air. Any other combination would be okay. | ||
+ | |||
+ | [[User:LilaenaDeVille-2830|LilaenaDeVille-2830]] 13:32, 9 June 2007 (EDT) | ||
+ | |||
+ | I added this into the main article and expanded on it, adding a number of element-specific titles (Smith for Metal, Shaman for Earth). | ||
+ | |||
+ | --[[User:DasquianBelargic-2879|DasquianBelargic-2879]] 19:51, 9 June 2007 (EDT) |
Latest revision as of 23:54, 9 June 2007
Aditional races?
Just some thoughts to enrich the countryside...
The Mer - similar to Glauca in that they love the sea, the Mer do not possess gills though they can hold their breath underwater for close to twenty minutes. They have large eyes with secondary eyelids for protection underwater, small petite bodies and webs between fingers and toes. They live by the sea, usually in 'cities' built into seaside cliffs. Sometimes considered to be the result of interbreeding between Glauca and the Fian. Of all the races the Mer are the fewest in number.
LilaenaDeVille-2830 05:17, 9 June 2007 (EDT)
Nice. I was also going to chip in a description for the creator race, and maybe some kind of troll/orc style creature. The original idea was that they would be called the Jotund, and that in human mythology they were thought to be the bone-collectors sent to the mortal world to retrieve the dead who died dishonorably in battle. I figure they either live in the mountains or in underground regions, maybe deeper down than the Trow.
--DasquianBelargic-2879 08:18, 9 June 2007 (EDT)
Are we good with the amount of races we have now? We have men (obviously), elves (Fian/Glauca), dark-elves/trolls (Trow), undead (Nusakan). Maybe one more evil race (on top of those harpies you suggested) to balance it out... dwarves, orc, goblins, gnolls???
--DasquianBelargic-2879 19:54, 9 June 2007 (EDT)
The Realms of Men
It is typical to divide the men into north/south/east/west, with the corresponding racial differences, culture, and climate.
This is sort of 'normal' and 'typical' and I think we want to be 'original' more, right? But you can't escape the awesomeness of a freezing, barren North with norse-like men. So Dalriada is the largest kingdom in Midgard on the central continent. Other continents could contain other 'races' of men. Though we shouldn't diversify so much right away, I think. Biting off too much will kill it before it begins. Maybe establish there are other countries with other types of Men, and just restrict the RPing to Dalriada and its continent.
I think we should make Midgard a flat world as well, round worlds are so... blaise.
I was definitely thinking of restricting everything to Asga, the continent Dalriada is on - and yes, the world is flat. No one knows what lies at the edge of the world, and if there are islands beyond Asga people don't venture that far, etc. Kale made the suggestion of having a warrior-scholar Arab inspired colony of Men, who practiced some kind of magic. I love the norse-like men. I was originally thinking that the Men themselves would have a kind of Norse/Finnish hybrid for their mythology... I like their ideas on the origin and structure of the world.
--DasquianBelargic-2879 08:16, 9 June 2007 (EDT)
Oh my God, I love their mythology as well. This gives me the idea of an almost mythical bird-like race of beings that live on the rocks at the edge of the world. Raven-like, if you will... maybe shapeshifters? They're responsible for gathering the souls of the dead and taking them beyond the edge of the world to the afterlife, and appear sort of like Banshee's before someone's death.
Islands beyond the continent are cool, and I like Kale's idea as well. So the main stock of men from the main kingdom is Norse/Finnish inspired, and in the south we have the Arab inspired magicians, etc... perhaps in the high North the people are more Viking, and in the central part of the continent it is more temperate, farmland. In the West could be the seaside cliffs and the Mer, as well as port cities and the Glauca trading posts. East could be high desert, largely unexplored and no one knows whats on the other side. ;)
LilaenaDeVille-2830 12:45, 9 June 2007 (EDT)
Some kind of harpy-style bird people would be cool. I am also down for the idea that birds are like, a revered creature in Midgard. Maybe the Glauca don't like them too much, since the air is the only place where they can't really have free reign.
Dalriada, I was imagining as temperate farmland mostly, then stretching into the north was mountains. I also imagine Dalriada being pretty freaking huge, covering a large portion of the continent (it is a kingdom and all), so it could encompass ports and such. I don't imagine that there would be many Glauca land-based settlements. Maybe some take up board in the Dalriadan sea-side towns, but mostly they live on boats or beneath the ocean.
Kale's Arab-inspired Men could live (predictably) in the east beyond some treacherous desert that no one ever crosses... maybe there are sandbeasts or some kind, heh.
--DasquianBelargic-2879 12:52, 9 June 2007 (EDT)
Okay so then we have enormous mountains in the North, treacherous desert in the east (not part of Dalriada) that no one crosses, but is peopled by the nomads (arab inspired men) of the desert who trade with Dalriada and whatever lies beyond the desert. It is very far.
South and west are oceans. This gives us a good boundary for the 'country' as all mythical countries must have obvious boundaries. I think its a rule. ;) Dalriada covers the known continent, except the desert and what lies beyond it. Glauca wouldn't live on the land, at least not for long, but I imagine they would come in to port cities often for trading, or maybe to shanghai crew for the heck of it.
LilaenaDeVille-2830 13:00, 9 June 2007 (EDT)
About those Arabs... They're separated from the kingdom of Dalriada by a vast stretch of desert known as the Hadar Wastelands. Many Dalriadans believe that all the country to the East is desert inhabited by nomadic traders. But beyond the Hadar is a region of lush jungles and verdant savannahs known as the Kingdom of Ankaa. The Ankaaric civlization has developed largely independent of western influence and in some ways has surpassed Dalriada - their cities boast great colleges and libraries, magic-powered street lamps, internal plumbing, public baths with hot and cool water, as well as beautiful temples, palaces, and gardens. Their feudal society is governed by a council of regional Sheiks and their deputy Sharifs, though all swear fealty to the Rajjah, who rules in the capital city of Ankaarizad and commands the majority of the army.
Aside from ethnic rivalries, the people of Ankaa live mostly in peace united under the banner of their Rajjah. This was not always so. The verdant lands were once contested by another nation, Nusakar. The Ankaarim and Nusakans fought bitterly for many years until a powerful Ankaaric wizard ended the war with one horrific spell. The Nusakan lands became desert and the people crumbled into dust, but a counterspell preserved the Nusakan armies as immortal undead warriors. They still lurk beneath the sands to attack travelers indiscriminately and occasionally still wage war on Ankaa's borders. Those who disturb Nusakan crypts and other ruins risk incurring their wrath and joining the armies of the dead.
Kale 14:03, 9 June 2007 (EDT)
Magic in Myth
Wizards exist, though the most talented magicians/spellslingers are taught from birth among the Arab inspired men who we haven't named. So we'd have a court wizard/insert title here for wizard in the big city, and perhaps hedge wizards, witches good and evil, etc.
I think the magic should be elemental in nature, none of this Force junk. So each wizard would have skills in two of the elements, but specialize in only one. Wood, Metal, Water, Fire, Air, Earth.
- Wood - this specialty includes woodsmanship, tracking, influencing growth of plants and trees, and archery
- Metal - swordsmanship, forging, physical strength etc
- Water - healing, swimming, fish/ing?, etc
- Air - flight, birds, windstorms, thunderclaps, etc
- Fire - calling up fire, putting fire out, directing it, influencing emotions of others
- Earth - Stone work, calling stones from the earth, immense physical strength (more than Metal), able to touch base 'earthy' emotions, influence crops (fertility of fields) etc..
Some elements are mutually exclusive. You couldn't be wood/metal, water/fire or earth/air. Any other combination would be okay.
LilaenaDeVille-2830 13:32, 9 June 2007 (EDT)
I added this into the main article and expanded on it, adding a number of element-specific titles (Smith for Metal, Shaman for Earth).
--DasquianBelargic-2879 19:51, 9 June 2007 (EDT)