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 Post subject: Re: The Oliviad
PostPosted: Mon Dec 16, 2013 4:31 am 
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The Story So Far

Thank you. I'm loving both the cards and the story so far, but its so much easier to appreciate the poem when you can read it all. Well, all of it so far.
Keep up the good work!

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 Post subject: Re: The Oliviad
PostPosted: Wed Dec 18, 2013 7:22 am 
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Faith's Protection
Tribal Instant – Angel (C)
Prevent the next 3 damage that would be dealt to target creature. When damage to that creature is prevented this turn, if that creature is an Angel, you may have it deal that much damage to another target nonwhite creature.
Whose prayer was it in answer to that Faith threw down the glove?

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 Post subject: Re: The Oliviad
PostPosted: Sun Dec 22, 2013 12:36 am 
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*sniffle*

Where are the cards?

~SE++

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 Post subject: Re: The Oliviad
PostPosted: Sun Jan 26, 2014 2:12 am 
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Whose prayer was it in answer to that Faith threw down the glove?
'Twas that of she who reigns o'er Highwind Tower, Nelvicott,
To save her sickly son Prince William of the flowing hair
Whose illness went uncured by all the best of the apothecaries.
Queen Nelvicott did beg of Faith to banish ragged Death,
And Faith did not turn back upon her prayer.


Faith's Protection
Tribal Instant – Angel (C)
Prevent the next 3 damage that would be dealt to target creature. When damage to that creature is prevented this turn, if that creature is an Angel, you may have it deal that much damage to another target nonwhite creature.
Whose prayer was it in answer to that Faith threw down the glove?

Nelvicott, Archangel of Highwind
Legendary Creature – Angel Cleric (M)
Flying, lifelink
Whenever you gain life, you may draw a card.
'Twas that of she who reigns o'er Highwind Tower, Nelvicott,
4/5

Prince William of Highwind
Legendary Creature – Angel Soldier (R)
Flying
Whenever you draw a card, you gain 1 life.
To save her sickly son Prince William of the flowing hair
2/2

Deathly Illness
Enchantment – Aura (C)
Enchant creature
Enchanted creature gets -1/-1. If enchanted creature is green or white, it gets an additional -2/-2.
Whose illness went uncured by all the best of the apothecaries.

Desperate Prayer
Sorcery (U)
You gain 5 life.
Fateful hour—If you have 5 or less life, your life total becomes 20 instead.
Queen Nelvicott did beg of Faith to banish ragged Death,

Word of Faith
Instant (U)
Exile all enchantments.
And Faith did not turn back upon her prayer.

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One eye open to see the truth of the world.




One eye closed to gaze at the goddess within.


Last edited by ParadOxymoron on Tue Dec 20, 2016 12:01 pm, edited 8 times in total.

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 Post subject: Re: The Oliviad
PostPosted: Sun Jan 26, 2014 3:15 am 
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Huzzah! He's back with more poetry! And cards.

~SE++

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[Johnny's Quest] October 12 - 18: Cloudstone Curio


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 Post subject: Re: The Oliviad
PostPosted: Sun Jan 26, 2014 6:28 am 
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At long last!!

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 Post subject: Re: The Oliviad
PostPosted: Mon Jan 27, 2014 7:22 pm 
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Holy hell never saw this wow so wow

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 Post subject: Re: The Oliviad
PostPosted: Mon Feb 03, 2014 12:50 am 
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Who ended up with bloody Death inside her curséd frame?
It was Olivia Chase, a woman from a plane called Earth,
Who never would have known the struggles of our wicked world
Had not she tracked an icy sliver through its Æther gate
And been en-tasked upon a quest by Jax, the wily mage
To enter Reason's Realm, and with his council find a way
To kill Prince William of the flowing hair, now well-revived,
And thus bring peace back to this world dying without Death.


Death's Hold
Enchantment – Aura (R)
Enchant creature
You control enchanted creature.
Whenever enchanted creature becomes the target of a spell or ability, sacrifice it.
Who ended up with bloody Death inside her curséd frame?

Olivia Chase
Legendary Creature – Human Monk (R)
First strike, protection from white and from black
Whenever you sacrifice a creature, you may pay . If you do, draw a card.
It was Olivia Chase, a woman from a plane called Earth,
2/2

Plane in Strife
Legendary Enchantment (R)
All creatures get +1/-1.
Who never would have known the struggles of our magic world

Follow through the Portal
Sorcery (C)
Search your library for a land card and exile it with a portal counter on it. As long as it has a portal counter on it, it has "Whenever a creature you control deals combat damage to an opponent, you may put this card onto the battlefield."
Had not she tracked an icy sliver through its Æther gate

Quest to Find Reason
Enchantment (R)
Landfall—Whenever a land enters the battlefield under your control, you may put a quest counter on Quest to Find Reason.
Remove four quest counters from Quest to Find Reason and exile it: Draw three cards.
And been en-tasked upon a quest by Jax, the wily mage

Realm of Reason
Legendary Land (R)
Realm of Reason enters the battlefield tapped.
: Add to your mana pool.
: Add to your mana pool. If this mana is spent to cast an instant or sorcery spell, that spell can't be countered by spells or abilities. Activate this ability only if you have seven or more cards in hand.
To enter Reason's Realm, and with his council find a way

Assassin's Mark
Instant (C)
Put a bounty counter on target creature. The next time that creature becomes the target of a spell or ability, its controller sacrifices it.
To kill Prince William of the flowing hair, now well-revived,

Restore Equilibrium
Instant (R)
Each player's life total becomes 20.
And thus bring peace back to this world dying without Death.

_________________
One eye open to see the truth of the world.




One eye closed to gaze at the goddess within.


Last edited by ParadOxymoron on Fri Sep 15, 2017 5:10 am, edited 3 times in total.

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 Post subject: Re: The Oliviad
PostPosted: Tue Feb 04, 2014 11:40 pm 
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But to the North, in reaches far beyond the realms of men,
A growing threat is manifesting deep within the snow.
The Sliver Queen returns to wreak her havoc on the plane,
Reborn into an evolution heretofore unknown.
Without Death harboring the souls of all those come to die,
Who stands to stop the Sliver Queen from ravaging the world?
'Tis only our fair heroes: Jax, Olivia, and their friends,
Who find a world more in need than they could ever guess.


Into the North
Sorcery (C)
Search your library for a snow land and put it onto the battlefield tapped. Then shuffle your library.
But to the North, in reaches far beyond the realms of men,

Sliver Hive
Snow Land (R)
: Add one mana of any color to your mana pool. Spend this ability only to cast Sliver spells and to activate abilities of Slivers.
A growing threat is manifesting deep within the snow.

Sliver Queen, Reborn
Legendary Creature – Sliver (M)
: Exile target Sliver creature. Return it to the battlefield at the beginning of the next end step.
: Reveal the top card of your library. If it's a Sliver card, you may put it into your hand.
: Search your library for a Sliver card, reveal it, then shuffle your library and put that card on top of it.
: Put a Sliver creature card from your hand onto the battlefield. It gains haste. Sacrifice it at end of turn.
: Summon a 1/1 green Sliver creature token.
The Sliver Queen returns to wreak her havoc on the plane,
7/7

Queenspore
Tribal Instant – Sliver
As an additional cost to cast Queenspore, sacrifice a Sliver.
Search your library for a Sliver with converted mana cost less than or equal to 1 more than the sacrificed Sliver's converted mana cost and put it onto the battlefield.
Reborn into an evolution heretofore unknown.

Absence of Death
Enchantment (U)
When Absence of Death enters the battlefield, draw a card.
Whenever a creature would die, exile it instead.
Without Death harboring the souls of all those come to die,

Stand and Fight
Instant (C)
Untap target creature. It gets +2/+2 and gains vigilance until end of turn.
Who stands to stop the Sliver Queen from ravaging the world?

Our Only Hope
Enchantment – Aura (R)
Enchant legendary creature
Enchanted creature is indestructible and gets +4/+4.
'Tis only our fair heroes: Jax, Olivia, and their friends,

Dire Circumstances
Enchantment (M)
When Dire Circumstances enters the battlefield, destroy all creatures.
Whenever a creature deals combat damage to a player, that player loses the game.
Who find a world more in need than they could ever guess.

_________________
One eye open to see the truth of the world.




One eye closed to gaze at the goddess within.


Last edited by ParadOxymoron on Wed Feb 12, 2014 11:51 pm, edited 7 times in total.

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 Post subject: Re: The Oliviad
PostPosted: Tue Feb 11, 2014 2:08 am 
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Ok, that's the end of the Epigraph. I'm going to take a hot second here to let you guys in on the world I've been building.

When you view the plane's Northern Hemisphere, with the North Pole in the middle, it looks like the color wheel. The North Pole is where the Slivers have invaded (hence why they are associated with ). The further away you get from the center, the warmer it gets.

Map of Gandervell


This is a Tribal Multicolor set. There are 11 Tribes:

1) Slivers ()

2) Angels ()
3) Demons ()

4) Vedalken ()
5) Sphinxes ()

6) Wraiths ()
7) Zombies ()

8) Nilbog ()
9) Dragons ()

10) Treefolk ()
11) Selkie ()

As you can see, I came up with one tribe for each three-color combination.

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One eye open to see the truth of the world.




One eye closed to gaze at the goddess within.


Last edited by ParadOxymoron on Wed Feb 26, 2014 2:15 am, edited 2 times in total.

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 Post subject: Re: The Oliviad
PostPosted: Tue Feb 11, 2014 2:08 am 
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Slivers


Slivers are the primary antagonists of this story. In my imagination of them, I took a lot of inspiration from the Zerg of StarCraft. The Sliver Queen gives birth to more and more Slivers. They come from the Æther. They live in the snow.

Sliver Hives consist primarily of Dormant Slivers. They all sleep in their hivemind, dreaming up new ways to evolve the Sliver. If you don't aggravate them, you're fine. But as soon as you attack one of them, the blood it spills congeals into a Whelp Sliver, which turns all the Slivers around it into draconic beasts.

Whelp Sliver
Creature – Sliver (R)
All Slivers have flying and ": This creature gets +1/+0 until end of turn."
Slivers can attack as though they didn't have defender.
And from the blood did rise a creature burning like a torch,
0/1

Outside of Hives, Slivers roam in motley packs, each one taking on all the characteristics of the others. Some of them roam alone.

Jax has a pet Ice Sliver named Scraps that he's raised since it was a baby.

Ice Sliver
Snow Creature – Sliver (U)
All Slivers are snow and have ": Add one mana of any color to your mana pool."
The thing seemed to be made of ice, and slid along the snow
2/2

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One eye closed to gaze at the goddess within.


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 Post subject: Re: The Oliviad
PostPosted: Sat Feb 15, 2014 11:29 am 
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I'm actually just gonna do it by region. It's easiest that way.

Havensgard

Leafwing Angels, Grove Treefolk, and Fatewalker Zombies.


Havensgard is the region that lies between the Realm of Nature and the Realm of Faith. A sprawling farmland with grove treefolk and leafwing angels living in harmony, with fatewalker zombie merchants bartering for food in the countryside. The further north you go in Havensgard, the less prosperous the cities, the lest frequent and smaller the groves.

Leafwing angels are the keepers of the sacred groves of Havensgard. Havensgard has elaborate houses in the branches of its most colossal treefolk full of the flora and fauna that supply food for the kingdom of Gandervell, particularly Highwind Tower and Gallow's Way. In the Realm of Nature, nilbog from the Badlands attempt to ransack these groves. Leafwing Angels are the ones who defend them from attack. One is assigned to each grove when the first seed is ceremoniously planted, and stays bound to it for life.

The biggest grove, in the center of Havensgard, is called the Heart. It is a hub of international food trade. A council of the grove treefolk who comprise the base of the grove ecosystem run the Heart communally, with the leafwing angels acting as enforcers.

In the periphery around Havensgard proper, there are smaller groves scattered throughout the countryside. These donate their food to bazaars on the borders of Direvine Forest to the south and Pyresky Peak to the east.

Grove Treefolk society is structured primarily on how old a treefolk is. The elder the treefolk, the wider spread are your branches. Leafwing Angels live in the trees and protect the treefolk from harm in exchange for the flowers that grow on the treefolk's branches. When multiple treefolk live together in a city, this is called a grove.

Treefolk that are merely a few years old act as guides throughout the plains, staring with childlike wonder at every detail of their surroundings.

Fatewalker zombies are vedalken and selkie dead from Gallow's Way and Direvine Forest, respectively, who have had their consciousnesses restored as a gift from Faith and Nature. Some wander the countryside in nomadic bazaars, bartering away the flower of the treefolk that the angels crave so much to the selkie of Direvine Forest, who in turn take it to Gallow's Way through the waterways of the Sliver Wastes. Others work on farm communes closer to the Heart, supplying food for the rest of Gandervell, in particular Highwind Tower. The philosophers of Highwind Tower debate whether they are really conscious at all, or simply following the whispers of the messengers of Faith.

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One eye open to see the truth of the world.




One eye closed to gaze at the goddess within.


Last edited by ParadOxymoron on Sun Feb 16, 2014 7:50 pm, edited 2 times in total.

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 Post subject: Re: The Oliviad
PostPosted: Sat Feb 15, 2014 1:46 pm 
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This is some pretty damn fun worldbuilding.

:clap:

~SE++

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[Johnny's Quest] October 12 - 18: Cloudstone Curio


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 Post subject: Re: The Oliviad
PostPosted: Sat Feb 15, 2014 3:43 pm 
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Quicksilver Falls

Artificer sphinxes, copper dragons, and artist wraiths


Quicksilver Falls is an icy vista of frozen waterfalls interlaced with sulfurous hotsprings. Deep within the mountains the artificer sprinxes build their sprawling cities, taking to the sky between them to deliver messages and schematics. Copper dragons roam these skies, eager to have a battle of wits with any traveling sphinxes. Wraiths of inspired vedalken artists or even the witch doctors of the nilbog drift from waterfall to waterfall, making the reflections in the ice glimmer ever so slightly brighter and more beautifully.

Artificer Sphinxes

The primary metropolis in Quicksilver Falls is Ironwing Roost, a giant mountain in the middle of the region that has been converted by the artificer sphinxes into a sprawling city. It is a spiraling wonder world of gadgets, imagination, and inspiration. Artificer Sphinxes—sometimes called Cave Sphinxes by other sphinxes who laugh at them for not taking the opportunity to fly more—take to the sky only when they need to, preferring the shelter of their marvelous caverns.

Copper Dragons

The most surefire way to get a Copper Dragon to fight on your side is to tell it a riddle it's never heard before. They are very whimsical, preferring to use illusions and time magic to deter the enemy rather than fight them head-on.

Artist Wraiths

When a creature in Gandervell dies, it always leads behind a wraith. The wraith passes on into one of the five Realms, depending on which god has the most claim to the soul. Undeath can be achieved by returning the wraith to the body of the slain. These are the wraiths of artists who never got to finish their masterwork, who died in bar fights, who never won the grand prize, and through the love of work undone are bound to the earth to make it more beautiful. Travelers through Quicksilver Falls often hear music echoing through the snowy hills—this is the work of the wraiths, singing their unearthly tune to the empty sky.

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One eye open to see the truth of the world.




One eye closed to gaze at the goddess within.


Last edited by ParadOxymoron on Sat May 03, 2014 1:37 am, edited 4 times in total.

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 Post subject: Re: The Oliviad
PostPosted: Sat Feb 15, 2014 3:55 pm 
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Location: [loh-key-shuh n] n. A place of settlement, activity, or residence.
Wow, you are really good at creating lore for your world. I wish I had this talent. I'm attempting a set myself, but it is currently undergoing a complete overhaul. Inspiration can be hard to find sometimes, but reading amazing work like this makes me want to keep trying.

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 Post subject: Re: The Oliviad
PostPosted: Sat Feb 15, 2014 4:21 pm 
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So..... what meter are you using?

I can't decided between various hexameters and pentameters for a guess, so....... I'm curious.

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 Post subject: Re: The Oliviad
PostPosted: Sat Feb 15, 2014 7:09 pm 
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@SE & djAMPnz: Thanks! That really means a lot. :)

@mjack: It's iambic heptameter.

Gallows Way

Deathguard demons, gravetender vedalken, mindless zombies.


Deathguard Demons

Gallows Way is the city atop the entrance to the Realm of Death. The staircase down to the place where all souls claimed by Death when they die (more than any other god) is guarded by deathguard demons, frightful lawful-evil creatures with groups of gravetender vedalken at their command. These demons are incredibly powerful persuaders to the weary traveler; they take you in and offer you marvelous hospitality in their mansions of ivory and bone, but they always demand a price. This can be offered in the form of money or blood.

If a death guard demon owns your soul, you become one of The Mindless when you die. In exchange for the riches offered by the demon during your wealthy vedalken lifespan, he gets to keep your body when it dies. The wraiths of these Vedalken sometimes go to the Realm of Faith, but more often than not to the Realm of Death.

Gravetender Vedalken

The gravetenders keep the city of Faith and Death smoothly operating. With back-alley hooligans trying to spare a dime, catch a fix of treefolk flower, or grab a line in the breadline from Havensgard, the aspect of ruthlessness is always on full display the closer in Gallows Way to the realm of death. As Havengard treefolk and angels dislike this depravity, most of Havensgard's food goes to Highwind Tower. But even though 85% of all the food is delegated there, the politician vedalken of Gallows Way have their methods to balance the scales, using cutthroat tactics the denizens of Highwind Tower would never consider. Remember, there are no Humans or Elves on Gandervell—besides the Vedalken, the only real mid-level players are the Selkie and the Nilbog—so Vedalken form the most powerful political class among medium-sized humanoid races.

The Mindless (Zombies)

The Mindless form the bottom of the economic chain in Gallows Way, functioning much like serfs or slaves. Under the command of gravetender vedalken, who in turn offer servitude to the deathguard barons, they form the slave labor that keeps the economy of Gallows Way running. They have no consciousness, and become dormant with no necromantic sorcerer to command them. The only way to keep a Mindless from ever coming back is to burn it; but then you'll have to deal with its wraith, which goes to Doom's Path.

Since Gallows Way is surrounded on either side by Doom's Path and Memoria, two of the most dangerous regions in Gandervell, they do not receive many visitors, and those who are born there seldom leave. When they do, they are treated as outcasts, as denizens of a city that is nothing more than cursed.

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One eye closed to gaze at the goddess within.


Last edited by ParadOxymoron on Sun Feb 16, 2014 7:50 pm, edited 1 time in total.

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 Post subject: Re: The Oliviad
PostPosted: Sat Feb 15, 2014 8:59 pm 
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The Badlands

Dragon-fodder nilbog, boozetrunk treefolk, and witch doctor sphinxes


Dragon-fodder Nilbog

The Nilbog are Gandervell's goblins. They are albino in skin tone and look a lot like bats. With poor vision, they rely mostly on their impeccable smell and hearing. The Badlands are scattered with barbarian nilbog tribes. Vedalken cutthroats from Gallows Way and selkie from Direvine Forest make a living by slaughtering these nilbog and selling the meat to gold dragons on Pyresky Peak. Therefore, the primary term used to describe this type of barbarian nilbog is dragon fodder.

Boozetrunk treefolk

The boozetrunk treefolk produce alcohol in their trunks. They can ignite it in their throats and use it to breathe fire. The nilbog hunt them down for their booze, which is very important to them in their barbaric revelries. They usually roam the badlands as wandering ronin, avoiding the Nilbog. It takes several Nilbog to take down a single Treefolk, who uses fire breathing and a style of drunken boxing to take out the attackers.

Witch doctor sphinxes

Flying around the badlands like traveling medicine men, the witch doctor sphinxes are the Nilbog's link to the rest of the world. They bring them otherworldly gadgets from the forges of Ironwing, drugs from the bowels of Direvine Forest, and food from the groves of Havensgard. Usually not respected by more respectable fatewalker and vedalken merchants, these sphinx travel the world in search of the next most beautiful sight, interesting tale, or mind bending gadget.

Occasionally wild sphinxes are captured and enslaved by the Nilbog before they learn to speak. The Nilbog use them as mounts.

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One eye closed to gaze at the goddess within.


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 Post subject: Re: The Oliviad
PostPosted: Sun Feb 16, 2014 8:19 pm 
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Memoria

Nightbringer wraiths, deathdealer vedalken, and blackfin selkie


Memoria lies between the Realm of Reason and the Realm of Death. A nightmarish place, it is always raining, and there is no sunlight.

Nightbringer wraiths

Whenever somebody commits suicide in Gandervell, they become a nightbringer wraith. Delivering nightmares to creatures all around the plane, these ephemeral creatures sulk in the shadows. They bring darkness wherever they go, and their magic can produce false memories in those it afflicts. Since they feed off of the fear of those they come across, they will often use illusion magic to make their surroundings seem far more scary than they already are.

Deathdealer vedalken

The most cold-hearted creatures in all of Gandervell, deathdealer vedalken often travel to Gallows Way to work as assassins. They are often quite neurotic, haven been driven insane by constant interactions with nightbringer wraiths. They are unparalleled throughout the plane in acts of guile, stealth, and killing. When a deathdealer vedalken dies, it becomes a mindless zombie for the Gallowan demons to control. These mindless are particularly valued by deathguard demons, because it still retains the muscle memory that made it such a skilled fighter in life.

Blackfin selkie

Living in the lakes and waterways of Memoria, blackfin selkie thrive in the night. When the moon is full, they participate in shadowy rituals to celebrate the high tide. In the underwater metropolis of Deephollow, the black market thrives on drugs delivered by the mire selkie in Direvine Forest. A city as vertical as it is horizontal, the selkie swim through the crypts.

Pirate selkie will often swim out into the Great Sea at night to commandeer vedalken ships traveling between Highwind Tower and Gallow's Way with food from Havensgard or treasures from Quicksilver Falls. They sell these magical trinkets in the black market of Deephollow, and hold the captive vedalken as ransom.

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One eye open to see the truth of the world.




One eye closed to gaze at the goddess within.


Last edited by ParadOxymoron on Sat May 03, 2014 3:26 am, edited 2 times in total.

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 Post subject: Re: The Oliviad
PostPosted: Wed Feb 26, 2014 1:35 am 
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Direvine Forest

Corpsecaller Selkie, Sporeshambler Zombies, and Poisontooth Nilbog


Corpsecaller Selkie raise Sporeshambler Zombies from the vedalken corpses who drown in the Great Sea. They also transport food and gadgets from Havensgard and Ironwing Roost, respectively, to the blackfin selkie in Memoria.

Poisontooth Nilbog are a lot like Orcs from D&D. They're bigger than your average nilbog, and will eat anything, but always survive. They can also be turned into Sporeshamblers.

The Slivers are most present here of any of the regions outside of the Sliver Wastes. They breed and breed in the biologically welcome warmth.

This is where we begin our journey. We have to get from Direvine Forest, across the Great Sea to Highwind Tower.

~

The Great Sea

Truthseeker Selkie, nomad angels, chronowing sphinxes


The Great Sea is more about what's under the water or in the sky than what's on land. Archapellagos may pop up, but they only amount to small wildwing family roosts.

Under the water, the truth seeker selkie seek enlightenment. They are worshippers of the gods Reason and Fate. Reason comes to them and delivers weavings of Fate's Tapestry as she weaves them. They use these to predict the future.

Nomad angels are angels from Havensgard whose groves have burned down. On the one hand, heartbroken and hopeless, and on the other, freed and relieved, depending on how these angels react to their fate indicates how close they get to the shores of Memoria to the south or Pyresky Peak to the north.

Chronowing sphinxes are the progeny of Time and Nature. When they fly overhead, time slows or speeds up depending on their mood. Jax's father is a chronowing sphinx. His mother is Desire.

~

Highwind Tower

Tower Vedalken, Enlightened Angels, and Silver Dragons


Tower Vedalken worship Faith and Reason. When they become enlightened, they are turned by Faith and Reason together into an Enlightened Angel.

Highwind Tower swarms with angels and dragons flying up and down its countless floors. Vedalken climb the steps of their ivory tower, desperate to ascend to angelhood as they cast their spells, do their research, and say their prayers.

At the peak of Highwind Tower roost the Silver Dragons. They sit on a counsel with the Enlightened Angels that controls Highwind Tower's political communication with Havensgard (Leafwing Angels), Deephollow (Mooncaller Selkie), Gallows Way (Gravetender Vedalken), and Auramyth (Gold Dragons). The leader of this counsel is Nelivott, the one who prays to Faith to banish Death. Her son is an enlightened angel named William, whose miraculous recovery sparks the drama of the story.

_________________
One eye open to see the truth of the world.




One eye closed to gaze at the goddess within.


Last edited by ParadOxymoron on Wed Dec 14, 2016 7:58 pm, edited 2 times in total.

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