About the Realm

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About the Realm

Postby Dracofrost » Fri Jul 07, 2006 3:41 am

This thread is to describe the world of Degemoth, specifically the continent of Gendoth, through entries from the Frost Encyclopedia of the World.

The thread will be edited as I add and modify information.
Last edited by Dracofrost on Fri Jul 07, 2006 6:48 pm, edited 1 time in total.
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Nations of Gendoth

Postby Dracofrost » Fri Jul 07, 2006 5:02 am

Here follows a list of the nations of the continent of Gendoth, the most well known of course being Frostland.

Frost Encyclopedia wrote: Frostland
Frostland, officially the Grand Realm of Frostland, is a nationstate in the northeast of Gendoth, covering the Ascomen peninsula and stretching onto the mainland. The Grand Realm of Frostland also includes the Nothic island territories of Snaerla, Yotunga, and Varbast.

Image


HISTORY

Archeological findings indicate that there were people living in Frostland as far back as 5,000 BE, or 5,000 years before the Frost Clan migrated southwards from Aunoth. These people were likely fishing villages moving north along the eastern Gendothi coast.

Prior to the arrival of the Frost Clan, Frostland consisted of a number of petty kingdoms and tribes; it was by the might of our forefathers that this great land was united under a single rule, bringing peace and advancement of all. For over two millenia, an era of peace and prosperity ruled the land.

In 2257, all of this changed. The Necromancers of Aunoth found our people, and engaged us in a brutal war. In little more than a year, our ancestors were almost wiped out, preserving their knowledge and themselves in hidden vaults, managing to strike to the core of the Necromancer lands, destroying the Bloody Heart, fallen sibling of our own Guardians. With this great victory, the Necromancers were torn asunder, but it was too late for the Frost Order of the time.

So we entered the Dark Ages, heralded by the Pvar Dynasty, renowned for their stranglehold on all magical (especially necromantic) power and knowledge. Times were dark, and with successive corruption and degredation, the Necrosis Empire (as it was named on this continent) eventually rotted from within, coups removing those in power who took their secrets of power to the grave. After some time, the empire was torn apart, and again the land was divided among various primarily human petty kingdoms.

It wasn't until 9385 AE that Gigafrost was awakened, and so he awoke the other Frosts, seeking out and releasing that hidden within all of the ancient vaults. Frost City was Refounded, heralding a new Age of Knowledge, Wisdom, and Prosperity. Through peaceful means, and large parts drawn by ancient legend, Frostland was again unified under the rule of the Frost Clan from Frost City.

POLITICS

Frostland is a Theocratic Hereditary Oligarchy, with the Houses of the Frost Clan functioning as an elite and privileged class granted access to secret knowledge, special powers, and a monopoly on direct communication with the Guardians. Meanwhile, most of the day to day administration is left in the hands of local Mayors. All mayors are appointed by the heads of the Houses who hold sway over the region the towns, cities, and villages are located in. Foreign policy is the purview of the Frost Guard, a military organization initially instituted as a police force for Frost City, but grown larger, more powerful, and arguably more corrupt, over the course of fending off several invasions. Nominally all members of the Frost Clan are given honorary positions within the Guard; the extent to which they get involved and take positions of leadership is left up to the individual.

Houses
Over time, as the nation of Frostland and the size of the Frost Clan has grown, it has divided itself into many great and lesser Houses, families within the Clan that compete for power and control of different assets within the realm.

GEOGRAPHY

The landscape varies from the rugged and mountainous terrain of the Udak mountains, to glacial plateaus, to the dark Winter's Forest, to the sweeping plains of Karnath south of the Udak range. It's long coastline is punctuated by many fjords, isles, and islets.

Frostland is bounded on the west by the Blue Sea, on the north and east by the Nothic sea, and to the south (from east to west) by the Confederated Princedoms and the Egnibair Imperium.

CULTURE

Frostland is the home of several famous mages, explorers, and the most extensive libraries in the Known World. Because they trade and travel extensively, there is significant mixing, and it can be a bit of a melting pot, especially in port cities.
Under Construction

Languages
All of the members of the Frost Clan are raised speaking Old Bahzik, the ancient language that they have spoken since their ancestors fell from the stars. From their influence in ancient times, portions of it spread out and intermingled with the native tongues. This spawned countless mutations of language and a whole language family during the Dark Ages, when no order survived long enough to preserve language. So, while Old Bahzik is the official language of government, magical instruction, and history, to most citizens it as at best a second language, if learned at all. This is somewhat like Latin in medieval Europe, though in a much more limited context.
The inhabitants of Frostland spoke several different languages at the time of the reawakening, when the Frost Clan returned and unified their former territories. As such the primary local dialect is a pidgin or creole known as Snaer.

Under Construction

Religion
The State Religion is Guardianism, with all members of the Frost Clan having direct access to the Guardians, and all positions of leadership (from appointed Mayors to officers in the Frost Guard) requiring prerequisite faith and church attendance.Under Construction

Education
Under Construction

Music
Under Construction

ECONOMY
The economy of Frostland is an example of a semifeudal economy, featuring a combination of landed serfs, merchants operating in a mostly laissez faire free market, artisans guilds holding sway over local crafting, government intervention (taxation, tariffs), and some 'nationalized' industry directly owned and controlled by the Great Houses. The country is richly endowed with resources natural, supernatural, and cultural: hydropower, fish, forests, quartz, marble, magicryst, iron, silver, mithril, mana, agricultural grain and livestock, and a rich base of literature, poetry, and history to name a few. Because of the prevalence of magic, as well as Frost access to knowledge of ancient technology, they have leaped ahead, almost undergoing an industrial revolution of sorts. With weather magic guaranteeing harvests, medical magic saving lives, and rediscovered technology arming and armoring the Frost Guard, Frostland has become a world class power, with a very high relative quality of life.

MILITARY
The military of Frostland grew out of the old Frost Guard, whose duty it was to maintain the peace and defend Frost City. As such their foreign policy is primarily isolationist. Due to their rich magic, wealth, and ancient knowledge and technology, the Frostland military is very powerful, and as such few would dare attack for fear of retaliation, or simple lack of ability to overcome the formidable defenses.
Frostland possesses an extensive network of stone fortresses and castles, connected together by magical portals allowing quick and economic deployment of forces to the borders and any other troublesome regions. The fortresses along the borders are particularly formidable, and strategically very well placed, covering mountain passes, harbors, either side of every river going in or out of the land. Because of the magical portals, superior Frost architecture, magic, and technology, no fortress has ever succumbed to siege since the times of the Necrosis Empire.
Under Construction


Frost Encyclopedia wrote:Egnibair Imperium
The Egnibair Imperium is a nationstate that occupies most of the southern portion of the mainland of Gendoth, a vast Empire renowned for it's vast armies and wyvern riders.

HISTORY
The Egnibair Imperium in it's current form is a relatively recent historical happening. Most of what is now the Imperium were disparate tribes, chiefdoms, and petty kingdoms across the plains, jungles, and mountains of southern Gendoth. But 200 years past there arose a particularly brutal, talented, and inspired chieftain, Ignus the Great, who upon wresting control of his tribe back from a rival ruler and attaining adulthood, lead his people on a series of campaigns and conquests on a scale the world had not seen since long ancient times.
POLITICS
GEOGRAPHY
Great plains and broad steppes in the east, divided from the jungles of Diups by the Milhma mountains.
CULTURE
Religion
Pyrism is the state religion, with the Emperor serving in the position of High Priest simultaneous with his secular duties.
ECONOMY
MILITARY



Frost Encyclopedia wrote:Confederated Princedoms
HISTORY
POLITICS
GEOGRAPHY
CULTURE
ECONOMY
MILITARY

Last edited by Dracofrost on Tue Dec 12, 2006 6:47 pm, edited 3 times in total.
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Languages of Gendoth

Postby Dracofrost » Fri Jul 07, 2006 8:16 am

Under Construction

Old Bahzik:
Curiously similar to modern English, but with a completely different alphabet, as follows:

Image


Frost Encyclopedia wrote:Snaer

Pidgin language created from multiple languages in use across the Ascomen peninsula at the time of Refounding. More to come...


For later: http://www.zompist.com/kit.html
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Peoples of Gendoth

Postby Dracofrost » Fri Jul 07, 2006 8:18 am

Under Construction

Frost Encyclopedia wrote:Name: Human
Type: Humanoid
Average Size: 4 1/2 to 6 feet tall
Average Weight: 130 to 170 lbs.

Appearance: Skin color varies widely by Latitude, from various shades of brown in the tropics into lighter browns, and pinkish white at near arctic latitudes. Widest variety of body types, hair colors, styles of dress, etc. of any race.


Rao wrote:Name: Lugian
Type: Giant
Average Size: 8 to 12 feet tall(depending on bloodline)
Average Weight: 1 ton

Appearance: Gray skin, naturally muscular, armor on their upper legs and whole chest.

Description: A lugian is often called a troll due to their dark appearance and ugliness. But anyone who as met one knows they are very intelligent and dangerous beasts. They are many myths about these creatures, one is that they are born with a love for war. They will gladly fight against anything evil and love it. They are not trusting at all, therefore rarely do fight. But every lugian is a warrior. (this leads many to question how their war machine and civilization is supported and supplied)

Their weapons are always maces, giant clubs, or giant double bladed swords. They are masters at strategy and defense.

The only way you are considered a friend of Lugians whom you have never met is if you have Lugian medallion. Rao and his friend Kitcho have them. They are quite xenophobic and racist, and as such tend to kill any non-Lugian in their lands, unless they possess a medallion.
Last edited by Dracofrost on Fri Jul 07, 2006 8:24 am, edited 1 time in total.
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Atlas of Gendoth

Postby Dracofrost » Fri Jul 07, 2006 8:18 am

Under Construction, pictures to come
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Flora and Fauna of Gendoth

Postby Dracofrost » Fri Jul 07, 2006 8:20 am

Under Construction

Dracofrost wrote:Name: Ausvahati (reffered to colloquially as an Ausvat)
Type: Reptilian quadraped
Average Size: 11 feet long, 5 feet high
Weight: 2000 to 7000 pounds (smallest adult female to oldest (and largest) bull)
Appearance: Image
Description: the Ausvat is a fairly common domesticated reptile on the continent of Gendoth. Breeds of it have existed as draft or pack animals since the original arrival of the Frost Jedi over 9000 years ago. In many farms it fills the same role that an Ox might, if oxen existed in the place. It also has quite a large amount of meat on it, the flavor of which is vaguely reminiscent of chicken.


Dracofrost wrote:Name: Winglamps
Type: Avian Construct
Average size: 1/2 to 2 feet tall, wingspan ranges from 2 to 8 feet.
Average weight: 2 to 5 pounds
Appearance: Winglamps are magical constructs, looking like normal gaslamps and oil lamps with wings, usually cast from various metals, usually brass, bronze, or copper. They continuously glow and the strength of their light is a sign of their vitality and wakefulness. When sleeping they will dim, when awake they burn brightly, and when dead they go out completely.
Description: Winglamps are constructs, forged by mages from normal lamps. Rare outside of highly magical locales such as Neothule. They tend towards being nocturnal, sleeping during the day in parks and fluttering about the streets at night. Some wander around in the woods. They have no natural predators, and feed upon ambient mana in the air.


Dracofrost wrote:Name: Terraraptor
Type: Reptilian Biped
Size: Up to 6 feet tall and 20 feet long from nose to tail
Weight: up to 1500 pounds
Appearance:
Image
Description:
A large predatory beast most commonly found in the jungles of southern Egnibair, very rarely a semi-tame specimen will turn up, though they have never been successfully domesticated. Those that do successfully tame one gain the use of one of the most vicious, powerful, and intimidating war mounts available to anyone.



Neerowolf wrote:Name: Scamp
Type: Humanoid
Average Size: 3ft
Average Weight:

Appearance: A combination of a rat and a man. Legs are covered in thick fur, but the abs and chest are that of a man. the arms are human-like, but they have claws. The head is relitively humanoid, but the eyes are beady and red, sharp teeth, and long pointy ears.

Description: Until reaching level 3, these monsters are relatively hard. They are very resourceful, as they fight all out, biting, scratching, and screaming the whole time.

These putrid creatures can often be found at ruins, usually daedroth ones, and they are the lowest form on daedra in the world to be found at this point. They can be killed at level one, but if facing 2, they would surely kill you.

On the whole, these monsters are nothing but a nuisance, they scream and bite, but they are easily dealt with.
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Religions of Degemoth

Postby Dracofrost » Sun Oct 21, 2007 6:33 am

Under Construction

Frost Encyclopedia wrote:Guardianism

Guardianism is a dualistic religion that acknowledges the divine authority of the two Guardians, Death and Rebirth. It originated with the teachings of the prophet Oedesfrost, a 1st century (AE) Frost religious and political figure, in the Dicovenant. An adherent of the Guardians is known as a Daein.

Daeins believe that the Guardians are the twin children of the Sun and the Stars, sent to Degemoth to protect, teach, and spiritually improve their people. They also believe that the Dicovenant is the Word as it was revealed to Oedesfrost. It is the predominant religion in Frostland, and has a spreading influence across the rest of the continent.

All members of the Frost Clan are gifted with the ability to speak directly to the Guardians, which affords them their special powers and place in the society of Frostland. Certain famous historical figures within the Frost Clan have been sanctified within this religion, and have their own minor cults. (like Catholic Saints)

More to come...


Frost Encyclopedia wrote:Pyrism

Pyrism is a polytheistic religion, which worships dragons and considers fire sacred. It is the principal religion of the Egnibair Imperium, and the teachings of it's founder as well as the early history and formation of the Imperium are contained within the Book of the Fire.

Excerpt from "The Book of the Fire"
The Book of the Fire wrote:"And from the Crack there spewed forth fire and smoke, sulpher and steam. From that Cloud there arose the Great Dragon, rising with the Dawning Sun, enshrouded in glorious Everburning Flame."


More to come...


Frost Encyclopedia wrote:Jancoism

Jancoism is a heptatheistic religion founded by the ancient prophet Janco, believed to have lived in the 6th century BE. It is centered around worship of the 7 Chaos Gods, and attainment of secret spiritual and magical knowledge and power through that worship. Another prominent feature is their Runes, which can be used as a simple secret alphabet or in a complex system of magic.

Because many fear that drawing power from the Chaos Gods will eventually let them into our universe and bring about the end of the world, Jancoists are often persecuted and thus tend to perform their rituals in secret. Those who persecute modern day Jancoists tend to forget that historically it was a perfectly acceptable system of magic used by the Frost Clan alongside the powers of their Guardians.

Excerpted from "The Book of the Gods"

The Book of the Gods wrote:The origin starts when an event occured in a universe right next to ours. This event disrupted the happenings in the six universes surrounding it, causing energy to move in a circle between the 6 universes. As the energy condensded in each universe the gods were born as the bodies that would contain the energy, yet once the gods realized the openings in their universes that the energy was flowing to and attempted to enter them they disrupted the flow of energy and shut the portals, leaving each god with a unique color signature.

Eventually, each god managed to absorb all energy in their universe and were left with the goals of leaving their universe and using their seemingly bottomless energy reserves. This is where our universe comes in. We weren't affected by the disruptive events as severly as the other universes. Instead, the barrier between our universe and those other 7 universes thinned. It was a very long time before Janco first contacted the gods and founded our cult. We are the gateway through which the gods may enter our world, and this is the reason runic magic is more mana efficient than all other forms of magic.

Much studying was put into finding the cause of the trans-universal flow of energy that had originally created the gods, and the studying of the 7th god. Apparently, the universe that the 7th god resides in is not its own, but when it entered that universe it had disrupted the 6 nearby universes. This would serve to explain why it's more powerful than the others...it simply has the energy of more than one universe. It also has no color signature which makes it immune to any kind of weakness, but because our runic system requires there to be color we have chosen black, and thus the 7 gods that the runes follow are as listed:


Me'orthiril, the god of blood and flesh, represented by red.
Feir'tef, the god of fire and war, represented by orange.
Taigon, the god of light and energy, represented by yellow.
Erakune, the god of earth and life, represented by green.
Nis'acun, the god of water and mana, represented by blue.
Mir'tal, the god of death and destruction, represented by purple.
Valtorok, the god of ages and nothingness, represented by black.

Each god also has the planned end of the world, or the planned end-bringing. Seven Armageddons exist, one for each universe and they are as follows:

Bidabra-The merging of flesh and blood, where the egos of people cease to exist and flesh and blood are unable to exist.
Hafina-The ultimate destruction of everything by fire, where wars erupt and all is finally consumed by the flame.
Kefmand-The disappearance of all light and the energy it brings, finally absorbing all with the power of the collapsed star.
Viscond-The destruction of planets and the life they hold.
Juvimara-The shortage of water and life-enhancing mana that eventually drains all the energy from the universe.
Plagrim-The spreading of plagues and disease, of undead and redead, to end all life.
Tremis-The collapse of the universe, drawing the infinity of the void together into a single point.
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Technology of Gendoth

Postby Dracofrost » Sun Oct 21, 2007 6:50 pm

Under Construction...

Frost Encyclopedia wrote:Technology of Frostland



Frost Encyclopedia wrote:Technology of the Nothic Island Territories



Frost Encyclopedia wrote:Technology of the Egnibair Imperium

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