Wolf Play : Let the Games Begin [roleplay thread; open]
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Wolflocke challenge thread: -WP Click-
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Let the Games Begin [roleplay thread; open]December 28, 2020 02:19 PM


Grimm

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wip wip wippity wip
you can post just don't kill the thread
i still gotta make it all famcy n stuffs

please please please use headers with your character name and mentions at the very least c'x

Edited at December 30, 2020 02:17 PM by Merry Grimmas
Let the Games Begin [roleplay thread; open]December 28, 2020 02:37 PM


Grimm

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[ Current event ]

It is sometime around 2-3pm, three months after the bonding. The days are growing longer as autumn approaches. It is the last day of the 'bonding period' and tomorrow morning the games will begin.

[ Setting ]

The bonding is to be held at the capital of Saenor, there are two long tables in the City Square, guarded by elves and fae who are keeping a close eye on those that pass through. If that isn't enough to deter thieves, the Dragonborn of the Fae and his Moon Dragon are also keeping a close eye on the proceedings, ready to pull a potential rider off to the side if they bond with an egg.

There is a crowd of people gathered around--mostly to watch, although some may attempt the bonding. Many nobles of all the species have traveled a long way to come to this event. The judges are seated nearby the Dragonborn of the Fae and his apprentice, keeping a keen eye on the rider candidates. When a bond is created, the judges will speak to the new riders alongside the Fae Dragonborn before escorting them and their dragonet to a private dining hall where the riders will meet and dine together for the first time.

It is hoped that the riders keep up a somewhat friendly competition--as they all will be working together afterward--but many are skeptical of that belief.


Edited at March 7, 2021 02:52 PM by Grimm
Let the Games Begin [roleplay thread; open]December 28, 2020 02:38 PM


Grimm

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The RNG gods have spoken on the bonding list~ Zeb shall walk down the line first, and then the drama with Aztiello and Orrian shall happen last c:

[ Bonding List]

→Zebeythrae "Zeb" Leorieth of the Fae and Cathix the Metal dragon

→Camila Kirsi Moncello and Aibeck the Moon dragon

→Sol Saanvi Dayal the Human-Elf halfling and Amrinis the Water dragon

→Topaz Finn-Agæca the human and Chimborazo the Earth dragon

→Topher Kyan-Tacitus Rambo-Renma of the Elves and Strom the Storm Dragon

→Æschylus L. Rune the Fae-Human halfling and Aroa the Time dragon

→Manon Alina Sarranas of the Fae and Ikona the Wind Dragon

→Aztiello Menlo the human and Aelius the Sun dragon

→Orrian Cypress Tordi of the Elves and Howl the Ice dragon

Elven Queen: Randi Cornelia

Fae Dragonborn: Galladis Verael

Judges:

-Sanasiliare "Sana" Areauveçh Latitharen of the Elves

-Alastor Adtris of the Elves ((to take Orrian's place after the accidental bonding))

-Dreyvon [the rest his name got yeeted from the form rip] of the humans


Edited at December 28, 2020 06:17 PM by Merry Grimmas
Let the Games Begin [roleplay thread; open]December 28, 2020 02:39 PM


Grimm

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[ Elven Geography, Resources, and Culture]
(ps. say thank u to starry and ebanon for blessing us with this)

Geography ::

The terrain of North Elven territory is rather harsh, albeit beautiful. Keenan Valley (or, Keenan Vaa'de, in the ancient Elven tongue) is wedged between Mt. Nurmont and Mr. Sudmont (North and South mountain, respectively - I know, creativity 101%). The valley extends for nearly hundreds of miles, with enough space to house every elf in the land. The valley itself is vividly green in comparison to the harsh, giant mountains nearby, always capped in snow. (Think: photo (c) boundless)

The lake in Western Keenan Valley (dubbed Keenan Lake, of course), is incredibly large, something around the size of a modern-day Great Lake in the U.S./Canada. It provides fresh drinking water, and small rivers and creeks extend outwards from the lake, feeding into the rest of the valley. As the elves are vegetarian, the lake only provides underwater plants as a food source.

Climate and agriculture ::

Every summer, during Vaa'de Lodoure (more on that under the 'holiday and religion' section), snowmelt drips into the valley. It's not enough to flood, but enough to warrant the perfect time for crops to grow. Plants such as grains, seeds, wild rice and quinoa, and colder-climate legumes are planted, raised, and harvested in Keenan Valley, but the growing season varies for each plant, and farmers most often dedicate themselves to a single type of plant.

Although the climate isn't particularly dry, it's far humid. There are only two established seasons in Keenan Valley: Summer and winter. The transition between is rather slow and subtle, but not a drastic enough changed to be granted another season. Summers are mild and warm, ranging anywhere from 50F-85F. Skies are typically very blue and cloudless during the summer period, and stars are plenty visible in the sky. During the winter, temperatures range from around -10F to 35F. Snow is heavy and frequent during this time. In the transition periods that would be fall and spring, the temps are in the 40's, typically.

Because winters are frigid, and all cotton must be imported, sheep wool is absolutely crucial to the elves. Most citizens have at least some form of cotton, bought from humans and elves, but most homes have a staple of wool. Most families have a well-cared for sheep or two as well. Even so, wool is often not enough when temperatures drop into the negatives. And so, evles must turn to animal skins. It seems very hypocritical - but the elves only use the skin of already dead animals. Because bodies decompose fast, there is an occupation that involves searching through the forest and tracking vultures to find any recently passed animal carcasses, from which leather and furs can be harvested. Many elves use the skin or fur of their passed pets to warm themselves - it's considered a completely normal thing to wear one's dead pet as a coat. When an animal-based clothing article is made, it is neccessary that the elves thank the passed animal for warming them.

Although Elves do not eat meat, they are a people of cattle and goat herders, using their animal's milk to make cheese etc..

Foraging, native plants, etc.. ::

The valley itself lacks significant forestry, but the mountains are dotted with pine and aspen forests, including groves of other evergreen trees native to the north. Groves of deciduous trees grow in the valley and near the lake. With some magic involved, elves are able to grow fruit trees, but have difficulty with the more exotic fruit like mango and papaya. Traditionally, apples, pears, apricots, and cherries are grown, as well as berry bushes. Roots and vegetables are also raised by Elven farmers in the valley. The most well-known and versatile plant is the Keenan Maple, used for its nutritional roots with healing properties, as well as the Vaa'de Firae fruit adoring its branches. The fruit itself is a bright red, appearing as though its set in flames, but is cold to the touch, and is a staple of any elf's diet, with its high protein and fiber content.

Lastly, roots, mushrooms, herbs, and other edible plants are dense in both the valley and forests of Keenan.

Culture ::

Elves are vegetarians, and will almost never be seen eating meat unless it's a last resort. There is a mutual respect between predators and the elves, and mountain lions, bears, etc.., always stay clear of elves and their cattle, and the elves respect the wild animal's boundaries as well. The two species are on such good terms, that it's not uncommon to find lynx wandering in the village with an Elven friend by its side. Any who dare disrespect nature or its animals are shunned and immediately are cast out, with little to no exceptions.

Elves are isolationists as a people. They tend to stay as far away from the business of other species as possible, and remain focused on their own people. They are naturally accepting and tolerant, and will take in refugees, halflings, etc.., but won't go out of their way to do so.

Isolationists, yes, and pacifists? Also yes. Violence is frowned upon, and fighting is taught not as a weapon, but an art. On that topic, arts are greatly valued in Elven society. Pursuits of trades such as pottery and painting are considered admirable, and writing, poetry, and literature is another highly sought after career. It's important that the elf citizen is well rounded and athletic, with a balance of strong mind, body, and soul.

Elves - Holiday and religion etc ::

Religiously, elves are tolerant of all, whether one chooses to have beliefs or not. Although religion is not set and required, respect for nature is, which is so important to the elves that it could very well be considered a religion.

The traditional beliefs of the Elves revolve around a nonbinary (or genderless) nature deity named Levandäl. Levandäl is the soul of nature, and lives in each tree, animal, blade of grass, etc.. At the end of each harvest, or foraging expedition, elves may thank Levandäl, although the decision is up to the particular elf. The deity is said to watch over everyone, and is a kind, but just god/goddess. It is said that Levandäl is a different soul for everyone - some feel a connection to them in deer, others in evergreen trees, etc..

There are four main holidays for elves.

The first two are Vaa'de Lodoure (Valley's lament) and Vaa'de Nocturr (Valley's sleep). These holidays celebrate what would now be called the summer and winter solstice. Valley's lament, in the summer, is named after the summer snowmelt, when it seems the mountains are crying tears of icy rivers. Valley's sleep focuses on the nature of winter's peaceful, almost sleepy quiet. These holidays are marked with celebrations, feasts, and presents for children.

The third holiday is during what would be known as autumn, but is simply the transition between summer and winter for elves. This is a celebration of nature and its animals. The holiday really begins at dusk and ends the next morning. A single elf, chosen by each village, ventures out into the night with spectators following. It is considered a great honor to be selected for this role. The chosen elf will find a secluded ridge on the mountains, or a forest clearing, and will either sing, or play a flute/similar instrument. These songs are magical calls to the animals, and depending on the skill and strength of the chosen elf, wild creatures will begin to appear, lulled by the beautiful music. On this night, rituals are performed, and elves and animals can be seen interacting.

The last holiday is Midsummer. It's the same thing as modern midsummer, and y'all can look it up if you'd like, because I'm not even sure how to explain.


Edited at December 28, 2020 03:54 PM by Merry Grimmas
Let the Games Begin [roleplay thread; open]December 28, 2020 02:39 PM


Grimm

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[ Fae Geography, Resources, and Culture]

Geography ::

The Fae kingdom, known as Ardu-shámzi in the native tongue (translating to 'Land of Sun'), is a vast expanse of sand and rock, to put it simply. Greenery is a rarity in the kingdom, and, true to its namesake, the land seems to lack any shade. Located in the south eastern section of Wreaven, the fae occupy a significant portion of the country, albeit a rather barren.

To the southernmost (and easternmost) tip of Ardu-shámzi lies the vast Sahroa desert. There are settled areas of the dry land, but by and large, the desert is considered uninhabitable. Only small oasis villages sustain life; it undisputedly is the rivers and water that are the lifeblood of the Fae kingdom.

Small shelters are set up throughout a crude desert path, traveled by caravans over the years. These shelters provide refuge for travelers seeking shelter from a sandstorm, or shade from the heat.

The central area of Ardu-shámzi, as well as the north and north western areas are mountainous regions. The mountains and volcanos, if one could call them such a thing, are perhaps not the traditional image of snow capped gray rock; instead, they resemble the Atakor/Hoggar region in Algeria, with red-brown rough plateaus and outcroppings of wind-worn rock. Although lacking the sheer height of mountains such as the alps, say, the elevation of the mountain region is still many thousand feet above sea level. The terrain is difficult to navigate, and even more difficult to cross; the constantly sloping and dipping ground is near impossible for foreigners to traverse. The mountain region of the Fae kingdom is appropriately named Sukhur-alnaar, or 'rocks of fire'. When the sun sets on the magnificent Sukhur-alnaar region, the red of the rock is drawn out, and the land appears as though it is on fire during the evening. In the northernmost area of Sukhur-alnaar, the mountains change from red rock to towering, gray, hulking figures, tipped in snow.

The southern, south western, and central western regions of Shámzi (the fae often call their land by the shortened 'Ardu' or 'Shámzi') are grasslands. Called Mesen Savanna, or 'Cruel Savanna, the grasslands are nothing short of their title. One could call it a slightly more alive extension of the desert, even - although the lands teem with wildlife (dangerous in of itself), droughts are often occurrences, and there is greenery to be lacked. That being said, there is a beauty to the savanna - there are trees, although minimal, and shrubs and, well, grasses are plenty. Watering holes attract both animal and human, and nearly all human villages in this area have fortified walls to keep out unfriendly animal visitors.

As the grasslands meet ocean, one can find a hotter, more forested area.

The largest city, Roseben, is nestled between Sukhur-alnaar and Mesen Savanna. The second largest city, Nursahn rests in the grasslands, while Elbando is located in Sukhur-alnaar.

Generally, Ardu seems to live in an eternal, blazing heat. A sharp wind and cooler temperatures can be found in both the mountains and seaside, but one can generally expect warmth from the land of fae.

Resources ::

Gems, metals, and precious minerals are the primary resources the desert offers. With multiple gold deposits, emeralds, diamonds, and other precious stones, the desert may be harsh, but is also bountiful.

The Western Sea provides much for the fae. Any living near the coast are likely excellent on the water, and survive off fish. Merchents often ship off their goods from the Western Sea and up the Dilling River, and access to the sea is access to quick trade.

Food in Sukhur-alnaar is difficult to come by, and so meat and quick-growing crops are the stable of the mountain dwellers. Most families in the region have a small goat herd, or a similar animal, so that they might be able to sustain themselves. Crops can be grown in the mountains, but the grains, fruits, and vegetables raised in the region are difficult to grow (albeit very necessary).

The desert offers no food, except small foxes and whatnot. The grasslands, however, have plenty of animals and decent enough soil. All creatures can be hunted, with the exception of elephants, which are revered creatures. Bone carvings and lion teeth are particularly popular for trade.

Lastly, a type of cotton grows in Ardu; it is thin, and almost silky, and is a perfect clothing option for fae.

Economy ::

The economy of the Fae revolves around merchants and trade, particularly with gems, metals, and gold. Both in the Fae kingdom and into Human and Elf territory, the wealth of the Fae is well-known. Emeralds and diamonds are sought out by all, and the fae have a monopoly on it all. Small bone carvings, lion teeth, and animals skins are popular trade items as well. (To clarify: the fae look down on over-hunting, and only kill a predator if it poses a threat, hence making tiger pelts, for example, an even greater rarity).

The fae living by the sea live off fishing, as well as sailing and transport for merchants. Pearl diving is also a common occupation, as well as boat making.
In the desert, the most common job is offering transportation and guiding caravans, as well as quarry working. Working in the quarry is a lowly job, but necessary, and pays a mediocre amount.

Nomads tend to dwell in the mountains. These people are constantly on the move, keeping small goat herds with them. To earn money, selling obsidian and other volcanic rock from the Sukhar-aalnar region is a common practice. The nomads of the mountains are excellent survivalists and hunters, with an expert knowledge of navigation. Many young fae will visit the nomads to learn their knowledge of tracking, weather patterns, and navigation.

Scholars live primarily in Roseben, in which technology is advanced, and in which the grandest library known to fae, human, and elf resides.

Culture ::

Culture of the Fae relies heavily on dragons. Specifically, they have special hunting grounds in secluded areas of the Sukhur-alnaar. Other things- hunting and killing dragons, for example- are explicitly banned and have a penalty of death. There are quite the many laws surrounding matters of dragons: do not kill them, do not hunt them, and most of all, don't buy from those who do.

They themselves are excellent huntsmen and horsemen. Living on plains gives them a natural skill with using bows and arrows to hunt from horseback; two skills taught to all small Fae. They tend to hunt small creatures, but when threatened? They'll go to the root of the problem and hunt predators. But they don't hunt for sport, only for feeding their families.

Their choice of horse- the equivalent of Thoroughbreds, but enhanced by inherent magic- are unmatched in any race, and those who own one have a good chance of never being found by enemies. The Fae tend to be a mid-aggressive race in general. Because of how they are, and how their geography affects their nature, they tend to be less kind than the other two races. Especially to half-breeds: they see them as flukes of society, born to die.

Despite this, the one thing they'll always show compassion to is a dragon under any circumstance. Well, as long as it isn't attacking anyone. Religion Considering the Fae culture depends on the presence of dragons, the same is said for religion. They have nine major deities, acknowledging each of the dragon breeds. The central deity is Solis, the sun dragon. Next is Locturn, the moon dragon. They are both popularly celebrated for, respectively, bringing day and night to Rosben and the Ardu-shámzi.

There are four nature deities: Vieno for wind, Tehrr for earth, Alsoh for water, and Rasteor for storm. Among these, Rasteor and Alsoh are considered those for which to be grateful. They thank Rasteor for their rain, and Alsoh for the small lakes and bodies of water. The final deities are Lacier the Ice Dragon, Tiemar the Time Dragon, and Shiarre the Metal Dragon. It is said that the other deities- and all of dragonkind- descended first from Solis and Locturn, including their minor deities of all the first half-breeds.

By their religion, many legends come from its existence. The one most widely believed is that of bonding: dragons can bond with the three races because of the powerful connection Solis had with a Fae millennia ago.

The deity based religion of the fae is generally set in stone and widely believed in, but the concept of afterlife varies between families and individuals.

The fae are a people that have little fear of death, unlike the humans, or even the elves; it is simply the way of life, and people pass, leave, and never return as they must. They are people of the desert, and are raised so that they understand how to let go; just like the changing sands, life is a fluid thing, and the passing should not be dwelled upon or held back; instead, celebration of life is a much more common theme among fae funerals.

Most fae believe in afterlife, but not in the black and white concepts of heaven and hell - generally, the consensus is that when one passes, the soul will find its own path to peace, or some sort of resolution, if the soul so wishes. A passed one may reincarnate, cease live terminally, become one with a the sand, evolve into a spirit, or even just remain in the natural rhythm of the world, and become one with the very soul of the universe itself. It is an open-ended concept, and is regarded as a very natural thing, simply a passage on, not to be feared, or even very saddened by.

Holidays and traditions::
Among the most important tradition is the Call of Storms, or, in the native language: Inda' Stalmator. Every year on the summer solstice, a celebration is held. From dawn to dawn, all through both day and night, rains pour down from the sky by way of a single storm dragon and their bonded; people dance, sing, and feast, celebrating the rains blessed upon the barren desert land.

Every five years on the Call of Storms, a new storm dragon egg is presented to the people, in an attempt to match a bond. If one is lucky enough to pair with the egg, the bond is considered gifted by the deities, and becomes the time-honored role of the Rain Dancer. Although all who bond on this day are, by technical means, Rain Dancers, only one true Rain Dancer is crowned every five years, when all pairs compete to and are judged on their ability to manipulate the rain and storms. Whoever is crowned victor then serves as the protector, calling storms in drought, and only when strictly necessary, so as not to upset the balance of the earth.

Other minor holidays follow, none nearly as important as the Call of Storms.

However, a tradition nearly revered as much as the Call of Storms is Dracon'anvenári, or the Dragon Hunt. Once every year, during what most would call spring, a team of six or so fae venture out into the Sukhur-alnaar mountains, where nearly all species of dragon eggs rest, hidden away from the world.

It is one of the highest honors to be selected for Dracon'avenári, and the dragonborn and monarch themselves are the ones to select the participants, who range from noble births to peasants. For nearly two months, the team of six, lead by a single, experienced survivalist and hunter called the Zaeim, venture off to the mountains, searching the highest peak of the range for the rare ice dragon egg (which often must be found in the tundra, but they have gotten luck), and the deepest river valleys for the water.

They survive how the nomads do; it is built into their blood. The hunters travel by the stars, know the winds and judge the sands - they know these mountains and deserts well, and under the careful eye of the Zaeim, few times have people been lost to the elements, or some other unfortunate accident.

At the end of two months, the team returns with any eggs that might have been found, and keeps them in a guarded nests for safe-keeping.

Lastly, on every winter solstice, a day of celebration is held to select an Altahay'at, or a Dragon Tamer. There are about fifty at a time, on any given year, and lost tamers are replaced on the solstice quickly enough.

Dragon Tamers have worked with the Dragonborn, and have studied and worked with the creatures. Anyone who the Dragonborn sees potential in can be recommended to training, and will become a candidate for the role of a Dragon Tamer.

Dragon Tamers are the local experts on dragons, simply put. Although not all are bonded, all have interacted with the creatures, and are primarily the only who can calm, manage, and potentially tame a wild dragon. Like the role of a Rain Dancer or Dragon Hunter, the Altahay'at is a revered role in fae society.


Edited at January 21, 2021 10:19 PM by Grimm
Let the Games Begin [roleplay thread; open]December 28, 2020 02:39 PM


Grimm

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[Human Geography, Resources, and Culture]

Geography ::
Unlike the elves in their secluded valley, or the fae in their dry mountains and desert, the humans are scattered nearly everywhere and have no set home. A people born of turmoil, the diversity of the humans is far more apparent than any of the other races, and their land seems to also reflect their differences.

It is not a set biome. Generally, humans are most concentrated by the Western Sea, the foothills and mountains on the other side of Keenan Valley, and along the river. Small forest villages and farmland is scattered throughout nearly the entirety of central, south, and even far northeast of Wreaven.

The seaside is not a collection of idyllic beaches and sandy shorelines against sunsets. Instead, the shoreline tends to be rocky with just enough sand to make walking the beaches a slow and arduous process. From the sea extends nearly impenetrable, scrub and sand-swept vegetation. In sharp contrast, the delta is practically a marsh. Although the humans name the seasons by summer, fall, winter, and spring-like many of the other species, the land close to the sea follows a pattern of rainy and dry weather patterns. In the spring and winter, beginning in February, rain dumps down, only to dry right up when the blazing hot summer hits.

Past the delta, and the dry vegetation of the seaside, come the hilly Western steppes. (Goodness knows why the steppes, located in south central Wreaven are named 'western', but so be it.) The steppes are grassy, hilly and dry - think the Eurasian Steppes, in short. The lands extend far, essentially taking up the entirety of the area between the fae kingdom and Akhur-alnaar to the dilling river in the West. On the steppe-bordering river side, the land generally turns rather marshy before gently sloping into the water. Being an incredibly wide river, the human eye cannot see across from standing on the shore.

The east side of the Dilling, however, is very different. Thick swaths of evergreen and deciduous forests begin north of the delta and along Sado, as well as the foothills of the Keenan mountains. The climate here is far cooler, more closely resembling the elven Vaa'de itself.

Closer to the western riverbank, the land grows rocky, harsh, and something very closely resembling the geography of Ireland. Mountains border the expanse of hilly, rocky grasslands, and smaller tributaries, creeks, and woodlands cut through the rocky soil. The sky is nearly always cloudy, and so the grass is vividly green.

Nearing the river, sharp cliffs jut out into the water, and the roaring crash of water against stone can be heard from far above. The climate of the cliffs and rocky flatlands can be described as severe, to say in the least. The wind never seems to stop blowing, sun is a rare occurrence, and the temperature is generally rather cold, only reaching about the mid 60's and possibly 70's in the summer. Small coves are built into the cliffs, old protections like a bomb shelter - only, to avoid fae dragon fire during battle instead of explosives.

The final concentration of humans is the farthest northeast corner of Wreaven, and is essentially the equivalent of a tundra. Nobody is really sure how the humans ended up there (or were stupid enough to move there), but some suspect they were banished to death by nature, but somehow managed to survive.

Main cities - Saenor, of course, is the capital. It's likely the most peaceful, lively, and developed city of the humans; it was untouched by the warfare that wreaked havoc on most any other human civilization. It is a city of stone from the rocky lands nearby, as well as some wood from the forests near Sado and Keenan.

Multiple other port cities border the Dilling, many of which are far less developed than Saenor. The most prominent of these cities include Mirfuar and Aonaranach on the Westside and Galyn on the Eastside.

In short: The shores and land near the Western Sea resembles the Mediterranean basin, the delta reflects any delta, (Nile, Mississippi, etc.). Then, the western woodlands are the equivalent of a taiga, the northeast point of Wreaven a tundra, and the flatlands near Ardu-Shámzi and south-central Wreaven are best compared to the Eurasian steppes. Lastly, the cliffs and land west of the river, just before the taiga-like area resembles Ireland as a country.

The seaside area: Western Shores
Delta: Western delta
Taiga: Fhuar Osque
Steppes: Western Steppes (Southern, despite the name) Khyasgo (Eastern/bordering Ardu-Shàmzi)
Rocky cliff lands, West bank: Arfearann
Northeast tundra: Ishelvete
Keenan foothills: Keenan foothills.

Resources ::
Near the sea: Wheat, grapes, olives and olives are grown in this area. The primary source of resources here is, of course, seafood. Saltwater life thrives in the Western Sea, and the excellent fish is known throughout the land.

Although de-foresting is frowned upon, the taiga is used for its dense wood when stone is not a ready option. After having experienced the devastating effects of eradicating entire forests for lumber, the humans generally abide by the rule of planting a tree for every single one they cut down. Additionally, roots and vegetation with healing properties can be found in the taiga.

In Arfearann, the most common source of income is sheep herding, as well as other cattle. Some tough, hardy crops manage to survive here, and farmland is not an uncommon thing; fishing, of course, is important to those of the harsh cliff sides, and stone quarries are littered throughout the land.

The steppes, both southern and eastern, are primarily home to nomads with small goat herds, and farmers. There is little that these lands provide, other than crops from small farms.

The delta is much richer in terms of life. Crops are abundant here, and the yearly floods allow for prosperous agriculture. As both the kingdoms of Elves and Fae are slightly more barren, crops have been known to be imported from this region across the entirety of the country. Fruit trees and plants requiring a more humid, hot climate grow here as well.

The foothills also harbor some farmland, but primarily are the homes of cattle herders. Most notably, this region is known for beautiful wildflowers, as well as its apple trees and berry bushes.

And then, of course, the northern tundra. Virtually nothing comes from here, and importing would be difficult in of itself.

Economy ::
Although it was somewhat touched on above, it depends heavily on the area. Small fishing villages are settled along the river, but the primary hotspot for fishing is near the sea. Merchants, sailors, and water-based occupations control much of the human economy, as the agriculture-oriented delta relies on shipments up north to make any sort of profit.

Stonemasons, carpenters, farriers, and fisherman are the most common jobs that can be found in the moors between the delta and the cliffs, as well as Arfearsann itself. Cattle herds, whether sheep or cows, are common among the countryside of Arfearsann, and Lumberjacks work in the taiga, although the industry is generally not nearly as thriving as it used to be.

Small forest villages sustain themselves in the taiga through hunting and foraging, and the same goes for the foothills of Keenan. Nomadic people and farmers can be found in the arid Eastern Steppes.

Although the economy is not a set thing for humans, considering how diverse and spread out they are, the river is generally considered incredibly important to them; for those near the water, it is their mode of travel, trade, and life.


Edited at January 11, 2021 01:02 PM by Merry Grimmas
Let the Games Begin [roleplay thread; open]December 28, 2020 10:03 PM


Ebanon

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Galladis/Galledeas Verael | M | Bonded: Re'enalla | Wren

Galladis looked over the gathering with narrowed eyes. Everyone was there except for the riders. The eggs were lying on slightly raised pedestals on a table parallel to the large entrance, while people were filing in akin to fish at mealtime. The pavilion itself was huge: people standing anywhere they could, waiting for the glow of a bond. The ones there were roaring with excitement, waiting with a feral joy to see the candidates appear one by one. Thieves snuck through the lines, tapping all the eggs to see if they could make a bond. If the guards weren't there, they likely would have stolen and sold them.

Whoever was here nearly desperately wanted to bond- or to come and see the proceedings; who wouldn't? This was going to determine their new leader. If he said he wasn't at least a little excited, he'd be straight-up lying. It might be good to meet all the candidates. He sighed. At best, they might have someone worthy. At worst, they could have someone like Randi. He stole a glance at her. It wasn't easy trying to organize something as big as this with someone like her. So he did it with only the human leader as witness. It was trying, but it worked in the end.

Quickly, he scanned the parchment Wren was holding up for him. It was a list- magicked to add names by one of the best Fae scribes in history- about who had tried to bond, and so far? All had failed. There was a list on top- which judges had arrived- that was empty. Hopefully, for his sake, someone would show up or bond soon. They desperately needed a good ruler. And that leader would desperately need them. He only hoped that leader would want to be leader. Not that it was mandatory- after all, he hadn't loved the job in nearly twenty years. But one could hope, right?

Let the Games Begin [roleplay thread; open]December 28, 2020 11:33 PM


FrostyK

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Zebeythrae "Zeb" Leoriethty | F | Bonded: About to be with Cathix | Mentions: Open, Galladis (ind. & dir.), Others, Cathix (in thought)

Of course she was running slightly behind schedule, if slightly behind schedule meant she still needed to finish getting dressed for the bonding. The fae was cursing under her breath as she hopped down the stairs while putting on the boot on her right foot. Instead of working on tying her boot, she tightened the laces and then stuck them in the top of her boot and grabbed her blades before rushing out of the door of the inn. I thought Galladis would be taking me with him before this thing… She thought grumbling as a few strands of her white hair fell into her face after coming loose from her braid while she slept. To put it kindly, Zeb looked like a hot mess and in no way prepared for the bonding. Though she adjusted the dark blue shirt she was wearing to sit better in the black riding pants instead of looking completely like she had just rolled out of bed.

The female had gotten in later than she had wanted the night before and instead of speaking to the dragonborn, she had gone to bed exhausted. Thankfully she wasn’t far from the hall where the bonding would be taking place and she quickened her pace to a jog as the sound of the growing crowd began to reach her ears. Of course she had a feeling she would be the first of those trying their hands at bonding as she was the dragonborn apprentice and when she glanced around the area, her eyes narrowed in a glare towards her supposed ‘mentor’ before moving to the eggs that were all setting atop pedestals. Zeb moved to stand in the line of hopeful riders adjusting her blades on her hips as she stood earning a few uneasy looks from the elves and humans that stood closer to her. Her dark skin stood out against the lighter skin tones in her section of the line.

A bored snort left her frame as she rolled her neck trying to relax the tightness that she could feel in her joints only to be jostled forward by the human behind her. Her bright purple gaze instantly flew to the smaller being and he seemed to quickly sputter an apology only to receive an annoyed snort and huff at his words as she turned her back to him. It seemed as though the line was moving fairly quickly as the hopefuls weren’t seeming to have any luck with the eggs that had been selected. When it became her turn, Zeb stepped forward and carefully inspected each egg. The fae’s skill of inspection came from looking at various jewels as she snatched them or when they had been offered as someone pleaded with her for their life, but that was the old her. The new Zeb was trying her hardest to keep her yawns hidden or the fact that she was just as razzled as everyone else that was standing in line waiting their turn.

As she passed over the first couple of eggs, she couldn’t help but admire the creatures that had given their eggs for this cause whether it was willing or not. Though her thoughts would stop when her eyes landed on the dark metallic grey egg. It felt as though she was being pulled towards it and she quickly moved over to the egg running her calloused hands over the hard shell. Her eyes closed for a moment trying to block out the sounds that were around them. Something was telling her that she needed to stay with this egg, something deep within her mind.

Was she one of the lucky ones that would be chosen by one of the dragons?

If you can hear me, I can sense you.


Edited at December 28, 2020 11:36 PM by FrostyK
Let the Games Begin [roleplay thread; open]December 29, 2020 12:48 AM


Sir Froggington

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Randi Cornelia | Elf Queen | Female | Mentions:Topher Kyan-Tacitus Rambo-Renma

Randi did a little fancy girlish swirl, as she wore her clothing. She gave a slight shudder, as the warm furs were wrapped on her person. It was on the warm side for furs, but she hated being cold, and she much preferred being well wrapped up. Randi smiled at the gathering throng, and gave a little queenly wave. It was nice to see such a large turn out, and she did her practiced greeting to everyone.

Everything seemed to be in order at the moment. The chaos wasn't at ridiculous levels, and the eggs were all lined up. She had been wondering how that was going to work out. They didn't want anyone bonding with the eggs, while they were being set up. It would give them an unfair advantage, and she was sure that the different fae, human, and elf workers, weren't carefully moderating if they all got an equal turn at touching the different dragon egss.

She was relieved that Galladis and the weird human creature, he had enlisted to help, had taken the hint and organized this all on their own. Organizing something as large as this was out of her depth. She had always preferred doing more hands on things. Organizing and possible mental work was not her forte. One of the most important things Randi had learned as queen was the talent of delegating tasks, and entrusting others to complete things well that needed to be done. She wasn't good at what she did, so she had to learn to trust others. If she did it herself, it almost always came to ruin.

She was a little worried that one of the other species would get more riders than another. What were they supposed to do if that happened? She was so proud of her boy. It hadn't been too hard to get one of her offspring on the list of those who wanted to try to bond with an egg. She didn't have very many to choose from unforunately, and she put all of her time and energy into him. At least she would, if she weren't the queen, and had to pay attention to other things. Her son had become a confusing mess to her, and with her age, she had a hard time remembering how to deal with him. He kept on changing his name, so she called him son most of the time.

She began to look around for him. "Son!" she hissed in a medium tone. "Son!" her voice elevated. He didn't want to see her, if she had to yell for him. She wanted to ensure that he was properly dressed, and did justice in appearance to the fair folk. As long as he kept far enough away where others couldn't see his eyes, it would all be for the better. When she found him, she smiled, "Are you ready for your big day?" The intrigues and subtleness all went over her head.

She wondered why no one had ever seen fit for her to pair with a dragon. She forgot that it was the dragon who chose the rider. How did that even work? She headed toward Galladis, and smiled broadly. Quite unelvish. "You did a remarkable job, but shouldn't you speed things along already. There are so many people here who want to bond, I think you can go ahead and get started. We'll never get to the end of the line at this rate." She wanted to go find a comfy chair at the end, and she wouldn't be able to do that until they began.

She was already beginning to feel the aches. For such a long living creature, her impatience was impressive. Others would think that age would teach her wisdom, but she seemed to manage to survvie everything, while ignoring all of the important potential lessons. Who would lead them all? Who would be given power? Would they manage to retain it, and remain more than a figurehead unlike herself? Randi felt a pang of sympathy for them for a split second.

Being in the public eye without any of the benefits had never been fun for her. She had never wanted the attention, so it was only a bother. She hated being judged, even though she was pretty good at not letting it bother her. "Galladis, if this is going to take a long time, I think you should get someone to prepare that seat for me, where I have a good view of the proceedings." As someone who was considered important, there would be a place for her somewhere. Galladis would have prepared it.

Let the Games Begin [roleplay thread; open]December 29, 2020 02:20 AM


sock monkey

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Sol Saanvi Dayal | F | Bonded: Amrinis | M: None

Sol leaned back against the confident arrow of the maple's wooden, bark encased spine. She had opted to be slightly apart from the rest, although not necessarily distanced; she did not feel like throwing herself into a massive, perhaps slightly over-enthusiastic crowd vying at a chance to get themselves attached to a winged reptile that may or may not breath fire.

Her mother had spoken of dragons before; they were not to be trusted, she had said. There are legends about the creatures, and we must be wary, she had whispered to Sol, when she, in her youth, liked to listen to tall tales and myths before bed. Although they were just superstitions, they had been engrained into Sol's mind from a young age, and she couldn't quite shake the hesitation she felt in regards to the flying lizards.

Sol hadn't come try bonding with a dragon. Her mother was finally getting herself together and taking some of her tapestries to sell, and Sol had helped her through the process. The young woman found that she may as well stop to see the spectacle. It was almost amusing, how the crowd was herded along, as though a mere flock of livestock. Large livestock. Some of whom were a good feet or two above her head. No, she's rather not get an elf elbow to the face, not today.

A breeze tossed the wavy strands of dark hair she couldn't quite fit into her braid, and Sol brought her hand to her face, drawing the flyaways over her pointed ears. She knew that some would stare. And she would let them - it didn't matter. Sol had long since stopped caring. Her own opinion of herself was bad enough, and she certainly wasn't going to add the weight of stranger's thoughts.

Sol tapped her finger along her knuckles. One, two, three, one, two. She switched hands. One, two, three, one, two. Ten. She ran her fingers in a pattern as she considered the bonding itself. She knew why this was happening of course, and she understood the nature of the competition of the games. Sol did not consider it to be a perfect system; uprisings would be likely, bias was a valid concern, as well as magical tampering. Everything could go wrong, and there was a high chance that those who bonded would not be fit to rules. How were competitions to judge the fair judgement, the leadership, the compassion of a ruler?

She exhaled gently, pressing her tongue to the roof of her mouth. Ten seconds. Release.

The most interest seemed to be in the Time, Sun, and Storm eggs - at least, they looked to be those species, respectively. The dirt brown one was somewhat forgotten, and the wind and water seemed to be of lesser value than some of the others. It was laughable; how could someone pass over an egg? If one wanted that sort of thing, why look over another opportunity, just because there may be a 'better' option? It was arrogant, she thought, and entitled.

But what did Sol know - she was only a bystander. Nobody special. Nobody deserving of an egg, certainly. And so what she thought didn't matter, not to anyone else, at least; and so Sol simply kept it all to herself. As though it was a secret she got to keep. And it was these little secrets, these whispers of thought that kept her sane; gave her some refuge from the overwhelming lack of interest she had experienced lately. Thinking was something to do. That and drinking away her problems.

God, where was the nearest tavern? None of the happenings in the moment seemed nearly as enticing as some shots, or at least a beer.

(I'm so sorry, it's a 3:19 a.m. post, I'll edit it later)


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