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Ancient Gamer:
Ok, this is where I will be posting my setting which was I have developed during the last 10 years and played the last 8. It will be a slow and tedious build, and when a section is finished a link will be applied to the index name. Of course I have just began translating my notes and memorized setting info, so not many links will be present at first.

Master Index
Religion:
The Creation
The Gods
Of Angels
Of Demons
Of Dreams
Of Saints
Of Spirits
Of The Eternals
Faith and rituals

The World:
The Continents
The Oceans
The Celestial Sphere

The Otherworlds:
The Dreamer’s Heart
The Dreamlands
Heaven and Hell
The Veins of Reality / The Roots of Creation
Outside Creation

Miscellaneous:
Necromancy: The Three Paths of Undeath
Necromancy: Devious Anatomy
Necromancy: Soul Magic
Runes; manipulating fate and reality
Translocation and teleportation
Ceremonial magic
Rift channelling; foci, incantations, gestures, blood, the soul and sacrifice.
Magic Noise and Uncontrolled Rifts
Herbalism and alchemy

Continents:
Dhargenaas:
Nations:
The Kingdom of Silmaroth
->The Province of Silmar
->The Province of Ardamoth

The Careshian Empire / The Southern Empire:
--->The City of Malcaresh

The Dwarven Kingdom:
Khazan-Khazad, the soldiers' hive
Khun-Khuzdul, the holy city

The Acaian Islands:
Nations:
The Twin Duchies of Wildenmeer:
Duchy of Wildengreeve:
--->Kaldarien, city of canals


Valkarhoth:
Nations:


"The Old Continent":
Nations:


Aumethorion:
Nations:

Ancient Gamer:
The Setting at a glance:
Northern Dhargenaas: The Kingdom of Silmaroth, Province of Silmar
The Province of Silmar is the cold and windswept area from the tip of Cape Murder in the North, to the Imperial Border in the south. Silmar is a place of suspicions and of persecutions; a place where magic users are burnt at the stake and crusades are launched frequently. The reasons for the crusades may wary, but the basics remain the same; the lure of the dark arts has consumed someone and a Crusade must be launched to purge that which has succumbed to darkness.

Silmar is also a land of dark coniferous forests and shadowy marshes filled with moss and mushrooms. The Province Silmar is separated from the Province of Ardamien by the huge mountain range known as the Cyllerean Mountains, wherein dwells the Mountain Trolls and the savage barbarian nations. The Province is also known for its many silver mines and its picturesque villages. Some travellers claim that Silmar is a paradise inhabited by the denizens of hell, a place so mysterious and beautiful that the inhabitants have become obsessed with the idea of cleansing it of evil. Thus they spend most of their lives, distrustful and looking over their shoulders; always prepared to point an accusing finger, before the finger is pointed at them.

Northern Dhargenaas: The Kingdom of Silmaroth, Province of Ardamien
Clansmen and Border Skirmishes

Mid-eastern Dhargenaas: The Careshian Empire, Province of Belemar
Rebellious Province

Far eastern Dhargenaas: The last free islands, The Exiled Empire of Belemar
Faded Glory

Middle Dhargenaas: The Careshian Empire, the Conquered Lands
Ceremonies and Mysticism

Southern Dhargenaas: The Careshian Empire, the City States.
Secret societies and Clerical Power

The Acaian Islands: The Isle of Wildenmeer, the Duchy of Wildengreeve
Renaissance flavoured swashbuckling (High Fantasy-ish)

The Acaian Islands: The Isle of Wildenmeer, the Principality of Calzio
Salt mines and mercenaries

The Acaian Islands: The Shadow Atolls
Ahoy Matey, unload me chests of silver laced skeletal remains. (Refugee Covens and Cabals. Pirate themed)

The Acaian Islands: The Isle of the Gods
Ancient relics and divine auras

Valkarhoth: The Incense Island
The Sword and the Bell Master

Valkarhoth: Island of Valkar
The Depths of Untherion

Southern Old Continent: The Knights of K’Huron
Eastern Old Continent: The Patriarchs of Mariw
Northern and Western Old Continent: Empire of the Ascended Ones
The Old Continent: The Soarial Kantoresh Islands

Central Aumethorion: The Steamwork City
Southern Aumethorion: The Steppe Federation

Western Islands of Aumethorion: The Exalted Nation
On the scattered islands off the western coast of Aumethorion lie the exalted Islands, proud homeland of the sole remaining Elven Kingdom. "The Exalted Nation" these elves call their Kingdom and it is an introverted and isolated Kingdom, where old ideals and faded glories are remembered fondly. While formerly an outpost of the Dhargenaas Civilization, the Exalted Nation is now the last remaining Elven Kingdom out of the Original Seven Gardens of Heaven. The islands are idyllic gardens of nature, ever shrouded in the spellmists of the High Spell-Weavers, making the surrounding sea treacherous waters indeed.

Ever since the fall of the other Kingdoms and the rise of man, the Elves have become increasingly xenophobic and racist. The "Exalted Elves" spend their immortal lives parading through the streets of Kiarenathas, watching classical pieces of art and practising their Zen Skills. They live in perpetual fear, ever dreading the "Last of days" when the "fearsome avatar of the Gods shalt forever change the lives of Elvenkind and uproot the ancient order". As a result of the rise of humanity, the ancient prophecies and their twisted interpretations, several cults have risen within the structure of society. These cults often teach that Elves are the only race worthy of life and sentience, the chosen people of God and the master race. An interesting side-effect of this is that other sentient races are now considered animals and may be hunted freely like other game.

(Note: The Elves of the "Prophecies of Redemption" campaign have nothing in common with the Aumethorion elves and do not share their views and biases. While the Aumethorion elves feed on hatred and fear, the remaining Dhargenaas elves seek absolution and harmony; a way to co-exits in a world far too brutal for their liking.)

North Eastern Islands of Aumethorion: The Kingdom of Hessaron

Ancient Gamer:
Added "Of Demons", the first (and most difficult / cliche ridden) installment in the religion and otherworld series.

Ancient Gamer:
The project is named Coldforged as from now. It will be changed if I begin disliking the name, a better option presents itself or some dude sends me a letter from his lawyer.

Ancient Gamer:
The Setting at a glance:
Northern Dhargenaas: The Kingdom of Silmaroth, Province of Silmar
The Province of Silmar is the cold and windswept area from the tip of Cape Murder in the North, to the Imperial Border in the south. Silmar is a place of suspicions and of persecutions; a place where magic users are burnt at the stake and crusades are launched frequently. The reasons for the crusades may wary, but the basics remain the same; the lure of the dark arts has consumed someone and a Crusade must be launched to purge that which has succumbed to darkness.

Silmar is also a land of dark coniferous forests and shadowy marshes filled with moss and mushrooms. The Province Silmar is separated from the Province of Ardamoth by the huge mountain range known as the Cyllerean Mountains, wherein dwells the Mountain Trolls and the savage barbarian nations. The Province is also known for its many silver mines and its picturesque villages. Some travellers claim that Silmar is a paradise inhabited by the denizens of hell, a place so mysterious and beautiful that the inhabitants have become obsessed with the idea of cleansing it of evil. Thus they spend most of their lives, distrustful and looking over their shoulders; always prepared to point an accusing finger, before the finger is pointed at them.

Northern Dhargenaas: The Kingdom of Silmaroth, Province of Ardamoth
Clansmen and Border Skirmishes

Mid-eastern Dhargenaas: The Careshian Empire, Province of Belemar
Rebellious Province

Far eastern Dhargenaas: The last free islands, The Exiled Empire of Belemar
Faded Glory

Middle Dhargenaas: The Careshian Empire, the Conquered Lands
Ceremonies and Mysticism

Southern Dhargenaas: The Careshian Empire, the City States.
Secret societies and Clerical Power

The Acaian Islands: The Isle of Wildenmeer, the Duchy of Wildengreeve
Renaissance flavoured swashbuckling (High Fantasy-ish)

The Acaian Islands: The Isle of Wildenmeer, the Principality of Calzio
Salt mines and mercenaries

The Acaian Islands: The Shadow Atolls
Ahoy Matey, unload me chests of silver laced skeletal remains. (Refugee Covens and Cabals. Pirate themed)

The Acaian Islands: The Isle of the Gods
Ancient relics and divine auras

Valkarhoth: The Incense Island
The Sword and the Bell Master

Valkarhoth: Island of Valkar
The Depths of Untherion

Southern Old Continent: The Knights of K’Huron
Eastern Old Continent: The Patriarchs of Mariw
Northern and Western Old Continent: Empire of the Ascended Ones
The Old Continent: The Soarial Kantoresh Islands

Central Aumethorion: The Steamwork City
Southern Aumethorion: The Steppe Federation

Western Islands of Aumethorion: The Exalted Nation
On the scattered islands off the western coast of Aumethorion lie the exalted Islands, proud homeland of the sole remaining Elven Kingdom. "The Exalted Nation" these elves call their Kingdom and it is an introverted and isolated Kingdom, where old ideals and faded glories are remembered fondly. While formerly an outpost of the Dhargenaas Civilization, the Exalted Nation is now the last remaining Elven Kingdom out of the Original Seven Gardens of Heaven. The islands are idyllic gardens of nature, ever shrouded in the spellmists of the High Spell-Weavers, making the surrounding sea treacherous waters indeed.

Ever since the fall of the other Kingdoms and the rise of man, the Elves have become increasingly xenophobic and racist. The "Exalted Elves" spend their immortal lives parading through the streets of Kiarenathas, watching classical pieces of art and practising their Zen Skills. They live in perpetual fear, ever dreading the "Last of days" when the "fearsome avatar of the Gods shalt forever change the lives of Elvenkind and uproot the ancient order". As a result of the rise of humanity, the ancient prophecies and their twisted interpretations, several cults have risen within the structure of society. These cults often teach that Elves are the only race worthy of life and sentience, the chosen people of God and the master race. An interesting side-effect of this is that other sentient races are now considered animals and may be hunted freely like other game.

(Note: The Elves of the "Prophecies of Redemption" campaign have nothing in common with the Aumethorion elves and do not share their views and biases. While the Aumethorion elves feed on hatred and fear, the remaining Dhargenaas elves seek absolution and harmony; a way to co-exits in a world far too brutal for their liking.)

North Eastern Aumethorion: The Kingdom of Hessaron

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