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Mega Story II: The Unfreezing Prethread

Discussion in 'Fall from Heaven Lore' started by cypher132, Jan 30, 2010.

  1. cypher132

    cypher132 Emperor

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    Strangely, I do have one on my chin. Anyway, any suggestions or questions would be appreciated. About the Mega Story.
     
  2. Tasunke

    Tasunke Crazy Horse

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    (suggestion for Mazatl)

    Tales of Destruction by evil Foes are rich among the oral traditions of the Mazatl. Survivors of the Deadly wars have escaped into the Southern Jungles beyond the no-man pass.

    It is named as such because no human, dwarf, ngomle, or giant has returned from the pass into the mystical jungles ... long forgotten, and so ancient that many trees tower hundreds of feet into the sky. And so hidden, than even the careful eye could not discern such a lush jungle was situtated behind the towering snow-capped mountains. The Mazatl had rediscovered this place only recently. The Dormant Volcano they hid away in, at the northern end of the mountain range, Kalshek, suffered a mild earthquake which caved in the entrance soon after they entered. Wether the pilgrims felt saved from the savage band of Shieam Corpse brigades chasing after them, or trapped eternal in the ground, it eventually became clear that Kalshek must have been watching over them. Chief Warlord Val'ron eventually took control of the Clan, leading the Lizard nation further into the tunnels, at the grievance of the bickering scholars and priests.

    Only recently did they emerge into the Valley. Small, perhaps, but bountiful for the Lizardkin. Such a complex ecosystem, with a Myriad of creatures. Not only did this land prove to have escaped most of the hazards of the past, but also any human intervention at all.

    Eventually Mazatl scouts would find camps of humans, dwarves, orcs, elves, and Ngomle. Nothing major, only small abandoned encampments. However something else was found alongside these encampments. Bodies. It seemed that there was no coincidence that other species had not settled within these lands. Whether by mystical Aura, or powerful selective disease, only the Lizards and the wild and strange creatures in this land could survive the Deepest and most Hidden Jungles. Not long after finding the abandoned orcish encampment littered with orcish bodies ... the Mazatl scouts located a band of feverish and lost Lizardmen who were misguided without their orcish masters. Hiding behind mixed emotions of rage and compassion, the Mazatl guided the Lizardmen to safety and harmony. Not the main encampment of course, but a secondary settlement on the far side of the Valley, where the lost and lonely Lizardmen where taught and guided in the ways of the Mazatl. Those truest to the cause (of the Mazatl) where sent out into the real world, to gather more Lizardmen that had been oppressed by Orcs and other species, to teach them the Way of Lizard independence. Once a lizardling was truly ready, and had displayed true countenance of the Scale, then they were led to the Sanctuary of the Valley.

    This uninterupted bliss did not last long, however. A few of the recruits had unwittingly been descendants of the Cualli Clan of the Northern Marshes, whose families had been Impressed into Orcish Service long ago. Although geographically distant, the two Lizard clans shared a bitter rivalry. Most of the Cualli descendants noticed nothing. However, once the first true Cualli pureblood managed to achieve the honor of High Scale, he noticed that these Lizards, calling themselves Mazatl (a common enough name among the Saurian language which means earth, while Cualli means poison) were practicing an ancient religion known as the Order of the Wyvern ... some ancient thought surfaced into his mind. The Cuallian considered his situation, and realised that these Mazatl were descended from True Mazatl. He collected several Cualli-descendants whom he trusted, and they deserted the group in secret, at night ... disspearing into the real world to seek out any surviving Cualli-clanmembers that there was a promised land awaiting them ... infested by the accursed Mazatl.

    Cualli
    Spoiler :
    The Northern Marshes are South-West of the Doviello hinterlands and due west of the Former Bannorian Empire (using a Nikkis-Knight style map). Over half of the land is lowland marsh with thick vegetation usually only reaching about knee-high. However, the Mazatl are experts at using all four of their legs to full effect. The best of their warriors keep their weapons on their back, and crawl along their belly in search of their prey (or the enemy army). Once in position, they will sit back into a crouch with their hind-legs, grab weapons with their forearms, and spring forth upon the enemy (usually at a run, ambush style). They also like to use blowguns and Blow-dart "snipers". Usually used from the poison of common insects found among the marshes, ancient secrets as well as new innovations are a near constant threat for newer and better poisons as the years press onwards. There is tale of a Clan among the Cualli whom make the most venemous poison using the soul of a jealous human mixed with the rage of a demon and the toxin gland of a rare swamp-toad. The levels of myth and fact among Cualli poison use is a bit of a mystery, as well as the most pious among them to seemingly appear out of thin air, as the Sidar do among their own mists, only seemingly these cualli (priests) seem able to do this among the brightest of days. While most of their lands are low marshlands, usually dotted with mud-huts built into the environmental terrain (as well as burrows) .... there are also Forests among the jungles, with trees of respectable height, trunks near-choked with vines and other such underbrush ... still nearly as wet as the marsh but more respectable as at least a jungled forest, even if not seemingly a true "jungle". The settlements in such forest-jungles are slightly more sophisticated, with wooden settlements spreading outwards from great Stone Castles usually built into a hillside. These Stone Castles are usually designed for the terrain and foliage so that it is inconspicuous at a distance, and yet fills you with awe and grandeur once its full scope is within your sights. The naturalist styling, as well as the partial camouflage, usually suppress recognition as a civilized structure until the viewer has practically placed himself at forward center of the construction, and only then does the (human) eye fully comprehend that it is an inter-connected palace of sorts, decorated by the trees and vines, and even the hill it resides on/within. Usually this Palace is filled with forward rooms of decor, and the more important rooms are once again burrows into the ground and the hill-side. The experienced eye can discern the patterns of the weathered stone among the natural rock, mud, and plant, so a skilled traveler may be able to spot a Palace Entrance at some distance, if he is keeping his wits about him. So while grand the palace itself is more of a doorway, and some might call a facade of the building's true nature. However those living in the wooden structures actually have some sense of human civilization, because they are the only structure obviously recognizable by lost (and usually dying, starving, or poisoned) human travelers who happen to pass through still alive. Therefore, these somewhat modernized Cualli will listen to human stories, give them shelter, and occasionally conduct trade with the more adventurous and lucky humans. Such Cualli have had the most experience dealing with Doviello pilgrims, however they will occasionally be welcomed by a band of exploring bannor. Such groups of bannor, however, are generallly found to be sick or dying upon reaching the cualli encampments, and sometimes they can even be cured if there pockets are deep enough or their stories entertaining enough. No other human nation is brave or foolish enough to enter deep into the Northern Marshes. However the Orcs have been known to travel along the Doviello trade routes, circumventing the Bannor lands, in order to seek recruits for a War-band. Orcs are not known for subtlety, and usually common Cualli poisons aren't enough to weaken an orc's thick skin. Therefore these Missions are usually met with a mix of Resentment, Fear, and Respect. The Orcs are wise enough to know that a full war into Cualli heartland would end in an eventual defeat, and the Cualli are not as bloodthirsty as the Orcs to wish for bloody and pointless skirmish warfare over honor. Therefore the two malicious races have come to an uneasy truce. The Cualli will supply them with a respectable number of their Lizardkin when the Orcs call for a war-party, and in return the Orcs will provide the Cualli with due payment. Usually this is in the form of Plunder and Loot from a previous Waagh, sometimes its in the form of human slaves, and sometimes its in the form of goods and knowledge from the distant Green-skin lands.


    Mazatl
    Spoiler :
    The Mazatl have shorter and thicker claws than their Cualli brethren, and these powerful (sometimes sharper) claws are used in the art of tree climbing. While the Cualli depend on their belly crawlers for Blow-dart support, the mazatl prefer Archer fire from far above the Tree-line, in the Upper Canopy layer. In fact, all up and down the trees of the Jungle, Archers, Blowgunners, and Crossbows will be aimed at the enemy. Mazatl is a culture rich in pride, especially of the scale. They solidly believe in the superiority of the Lizard kingdom over their fleshy-skinned counterparts. Mazatl take pride in their isolation, and see Humanization as a sign of weakness among lesser lizard-kin. As the keepers of grand culture, they see Orcs too as little more than humans with a green shell. Even if Orcs have tough skin the Mazatl will consider them to be "flesh-skinned on the inside". And rightly so, as half-orcs point to the very real (if rare) act of inter-species mating habits among orcs and humans, which leads to the current conclusion that Orc-skin is not in fact scaly, but is a thicker skin with very real pores and very real (if less) hair. Leading experts in Anthropology believe that the shoulder spikes of orcs are actually enhanced potrusions of Chitin whose evolutionary translation is that of the giant hair. So the orcs hairs in general grew fewer, and some evolved into the powerful shoulder-spikes prized by male Orcish soldiers. But enough of the Orcs, the Mazatl have other reasons for dis-liking them ... their oppresion and overt use of Lizards as Inferiors in their armies makes sure of that. Even if reforms were eventually made, the over-all savage history of the Orcs has ingrained a brutish and boorish impression into the Mazatl mindset. Humans, on the Other hand, are simply weak and inferior in the eyes of the Mazatl. Misguided, numerous, smelly, and worst of all some of them even think they have "culture". The Mazatl know their heritage, and they know traditions. For the Mazatl, tradition and the Nation-family is 100% culture. Their grand Pyramid-temples and Palaces, their flowing cities who combine lowland marble and stone structures and roads, alongside the tree-top wooden thatches and wooden walkways. The Mazatl high-ring of priests still preserve all 12 Saurian dialects, and they have been able to use a few already in communicating with and taming a few of the large monstrous beasts who Share the Deep Jungle with them. Even for all their isolation, and all their hidden-ness, and all their mysticism in religion ... their main proponent of combat is very Roman. Soldiers of superior quality, better trained and better organized. They do not "have" to rely on surprise or deception, for their melee are the best in the world (according to them). Larger than a human (or even most orcs) the warrior-cast of the Mazatl are practically born with a sword on their back. They are taught 6 styles of Tree-fighting and 5 styles of ground fighting for Basic Training. Some of them specialize in various bladed weapons, and many also carry a short-bow as well. The deep bellows that can resonate from their nasal cavities are inaudible to non-saurian races, therefore they have a significant advantage in battle-field organization, especially in a combat zone like the Jungle where visibility can be next to zero. Only the Cualli can understand (and hear) enough to be not entirely at a loss when attempting to decode Mazatl battleplans and battlecalls. Still, the Iron-Caste combined with the archery skill of the bard-caste (and hunting caste) can decimate any foe that shows to the jungles unprepared. And even a prepared invasion would have a tough time against an entrenched Mazatl war-force. Plus, warfare for the Mazatl doesn't leave the battlefield. While not as overtly "cunning" as the Cualli, Guerilla warfare was practically named after the mazatl. A combanation of constant harassment by the Mazatl with their constant Battlefield/Jungle awareness (due laregly to the nasal calls) and the crippling Jungle diseases can route almost any half-organized army before fighting even takes place. Mazatl rarely live underground (when they don't have to) ... with the Rich living in lavish Pyramids and other stone/granite/marble structures, while the Middling Class lives in any number of Sandstone/Slate ground-housing or Wooden Tree-Housing. Most of the poorest Classes and Castes live high-up in the tree-tops, however they consider this Status with pride, as they are the Eyes and Ears of the empire. Tree-top Canopy elders and their families are often invited to State Dinners in one of the many grand Pyramidal Palaces. The Mazatl also fancy watching battles between beasts ... so often Mazatl beast tamers will ride their Large Saurian pets into battle against one another ... more an act of colorful display than actual combat. However occasionally two Mazatl of the same Caste may partake in an "honor battle" where they must do battle among the Public Arena, one on one, as a matter of pride. The Challenger gets to choose the time of the fight, while the Defender gets to choose the type of Arena (dense foliage, plain open Arena floor, multi-towers,ect). Many times one or both of the Challengers will end up dead or wounded. However occasionally there will be an exemplary individual who wins several Honor battles. Vol'nar has one 5. Two of those being with Lizards of a higher caste than he (at the time), and now he has become defacto leader of the Mazatl people. The Mazatl wish to stay isolated because they do not wish for their culture to be tainted by foreign influences, and they believe that their culture is the one true way to Stop the impending Armageddon. The cult of the Wyvern has many followers who believe their prayers will be all that is needed to keep the Disaster at Bay, however some believe that the Rock of Kalshek is the key to their Salvation. In any case, there is not a priest among the Mazatl that currently believes humans have the power to prevent armageddon. If anything, the Mazatl feel that interference by the humans (or other outside powers) would only serve to hasten the coming storm, and strengthen the side of evil. Therefore, since they are the only hope for Erebus, the Mazatl have decided to lock themselves away in a hidden Valley, a lost land that no one (currently) knows about. So that they may perform the Rituals of Salvation in peace.
     
  3. cypher132

    cypher132 Emperor

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    That sounds awesome. It's also why I'm hope you'll return for MSII. You can't control civs anymore but you can control characters, you have to be unbiased, and think of it more as an ever-evolving world that you can write stories about and influence. This is going to be less of a game this time.
     
  4. Tasunke

    Tasunke Crazy Horse

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    Updated Mazatl post to give in-depth descriptions of Cualli and Mazatl.

    loosely mentions geographic "assumptions" which are really more of an actualization of a Map-Idea originally formulated by Nikkis-Knight (although if he still likes the map or not, I have no idea ... also I doubt he ever specified where the Cualli would be xD)
     
  5. cypher132

    cypher132 Emperor

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    I don't know what this new map is going to look like. The 2nd Ice Age changed the land.
     
  6. Tasunke

    Tasunke Crazy Horse

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    still, I hope the Sidar and Mazatl are actually isolated this time, and that the more trade-based nations are somewhat closer together.

    probably a loose geography at best (at present), although certainly different from the Mazera's geography. Im thinking an Asymettrical Bi-lobed Continent, with the larger half being on the West.

    Im thinking of Western Civs being Cualli, Doviello, Clan, Bannor, Lanun, Dural, Balseraphs, Grigori, Hippus, Khazad, ect, ect, while Eastern Civs would include Shieam, Svartalphar, Ljosalphar, Sidar, Malakim, Calabim, and Mazatl, perhaps Elohim too.
     
  7. Tasunke

    Tasunke Crazy Horse

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    Here is a very roughly done map which i think is some-what appropriate.

    Now, in the final version I can see the Wesern Lobe becoming larger and more expansive, and perhaps shrinking the easern lobe just a tad,but all-in-all I like what I see. In respective Hidden Mountain ranges on the southern end of the Eastern continent you have the Sidar and the Mazatl. The Mazatl are completely surrounded by mountains, a few mountain passes as well as underground tunnels, yet almost all non-saurian creatures, sentient or not, usually die within weeks (one week?) of entering the Valley. Especially Mammals!! The Sidar, however, are far less hidden/surrounded ... its simply that the path to the Sidar lands is constantly covered in Storms and Mists. Also thick forests, and treacherous cliffs dot the landscape entering the Valleys of the Sidar ... so invading armies beware.

    North of the Sidar is a great Streching Desert (well, technically north of the Thick forests and treacherous mountains which are north of the Sidar) which goes nearly across the continent as a great wide band of Sand and Scrub-brush, with perhaps a few cacti and some plains thrown in, and of course the occasional Oasis. This is where the Elohim, Calabim, and Malakim live, and shortly to the West is the beginning of a Meager Khazad empire. Far, far to the East is a band of Nomadic Shieam armageddonites just beginning to found cities some hundreds of miles north of the mountain range separating them quite irrevocably from the Mazatl. North still of this great strech of desert and its Emerging Powers are the Ancient Races of the Alphar awakening from their slumber. Scattered among the great Umber Woods, millions of Elves are gathering like the coming storm ... waiting to once again commence the brutal bloodshed.

    On the Western Continent is basically everyone else, although I suppose the Nortek could find themselves wandering across the desert, or the plains between the Desert and the Umber Woods. Or any other nomadic-type civilization who is thrown in there. I figured the Infernals would probably be summoned onto the Eastern Continent, or somewhere completely different even, and the Mercurians well, thats another story.

    The Western continent, starting from the East, is the great Lands of the Orcish, with the Illians to the Far north and the Doviello to the NorthWest. To the South of the Orcs are the warring States of the Hippus and the Khazad, while to the West of the Clan are the expansive ruins of the Bannor. West of the Hippus are the Kuriotates, and beyond them the Grigori and the Dural. North of the Grigori, or West of the Bannor, are the AMurites, Khadi, Cualli, and Lanun. The Lanun are on the Western Coast, while the Amurites and Khadi are next to each other like the Grigori and Dural are, only more northward. Even more north is the Cualli in their Northern Marshes.

    West of the Grigori are the Balseraphs, Gnomle (probably), and distant Lanun colonies. (in the southern Islands, roughly south/southEast of the Balseraphs, is a collection of Balseraph and Lanun Cities on a dense archipelago) Somewhere among here are the Cliffs of Hastur. You could go farther West still to include any other civs ... most likely of which being the Luchuirp, however the Luchuirp are probably closer to the Amurites, Illians, and Bannor. However, an emergent and nomadic Luchuirp Clan could certainly be first spotted/established West of the Balseraphs. Anyways ... the Nation Density on the western Continent is much moreso than the Eastern Continent, the East is supposed to have more wildlands, and also be home to the more reclusive civs, so to speak.

    For instance, the lands referred to as bannor, khazad, hippus, kurios, amurides, khadi, lanun, grigori, dural, and balseraphs could easily fit many more nations as it is the most "civilized" region of Erebus. And by civilized I mean the most Trade/Merchant based, with the most open borders and free cultural diffusion, generally the more "western/modern" stereotypes enter here, but all it means is Open Borders and Cultural diffusion.
     

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  8. cypher132

    cypher132 Emperor

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    What I'm going to do is let any users that want to join help mold the map. However, first thing first.



    All users interested in being a part of Mega Story II: The Unfreezing, please post a message after this one saying that you would like to participate. Once I get..4-5 users that want to join, I will put up a basic model. The first person to say "Got it" in bold letters will get to make some changes and place some civs down. Once you're done, repost it and the next person gets to go until I think it's ready. Hands on for everyone. If anyone finds a problem with me doing it this way, let me know. Thank you.
     
  9. Valkrionn

    Valkrionn The Hamster King

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    What makes you think of the Cualli as caste-centric? Don't remember reading any lore like that.

    I ask not because I dislike it, but because it fits beautifully given my plans to make the Bezeri caste-centric, as the Bezeri are an offshoot (from before the first Age of Ice) of the Mazatl. :lol:

    Edit: 100% OUT, by the way. No way in hell do I have time for something like this, too many projects. ;)
     
  10. cypher132

    cypher132 Emperor

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    I would appreciate if you'd put a mention whether you're going to participate or not. Just one bold "I'm in" or a "I'm out" will do. Thank you.
     
  11. Tasunke

    Tasunke Crazy Horse

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    I fully agree. The more I look at the map (credit to Nikkis Knight), the more the theme is heavy trade to the west, and a sense of "Where the Wild things are" in the North and the East.

    Illians and Shieam are (probably) in the mostly tribal stage, although they have the minds and the leaders its mostly just a small organized cult with many wandering non-intelligible tribes nearby to get claimed as Mooks later on. Their empires will catapult and do great and (possibly) evil deeds. Meanwhile the Clan, Doviello, and Cualli have a loose trade negotiations (with a couple trade-lanes established by the doviello ... certainly crude dirt roads) while the Doviello and the Clan occasoinally war against whomever they feel like ... most likely either each-other or the Bannor.

    Meanwhile the Bannor are a frontier against the barbarism of the North, and constantly call for their civilized neighbors to join the fight for justice and law. In reality the Bannor are barely recovering from the Age of Ice and re-establishing trade-lanes while fighting off savages on a near-constant bases to reclaim territory long-since lost. The other western states are emerging in a similar but less brutal fashion .. establishing Trade Lanes and Political ties.

    The only real connection the West has to the East are limited trade and shipping lanes (mostly shipping) to the three desert powers: Malakim, Calabim, and Elohim. The Western Edge of the Desert is supposed to partially symbolize the Tempus Mor, and the Elohim are technically based north of the desert, but their interests spread their settlements into the desert with the Calabim and malakim. The Mirror of Heaven marks the boundary between the Elohim and Malakim desert land-holdings, and while the Malakim hold the territory, many Elohim pilgrimage there. Vampires are something completely unheard of (no one knows about them), and the rest of the East is a complete mystery. Probably the bloodiest of wars on erebus, the Alphar wars, wont have reached the ears of the west until years after its completion, unless by chance they happend upon with a scout, and heard the ring of battle. The shieam are even farther to the east, and even if someone saw the Shieam they probably couldnt make sense of them. Madmen building spires in the Eastern deserts, Small Towns arising mainly populated by Shepherds and Farmhands in the nearby plains/hills. One rather large settlement being built around an Oasis named Gavelholm, rather near the small towns, however nothing much of import. And thats if a scouting party could brave the harshest parts of the desert. The bits of desert between the Calabim and the Shieam are a bit like Dune minus the Sandworms, but plus the Scorpions, HillGiants, and Sandstorms. That part of the desert is bleached dry, and the most lush part of the "Known" eastern world, the Umbrawood, is filled with Millions of Murderous Elves killing Each other.

    Basic Demographics
    I would say the Umbrawood holds about 10 million Elves, while all the orcish clans have around 2 million souls. Meanwhile the "west" is about 25 million total, not counting the Northern nations, although no one western nation is as populous as one of the Elven Nations. There are about 3 million Doviello Clansmen and 300,000 Illians, as well as 2 million disorganized winter tribes filling the tundra wastes non affiliated with Doviello or Illians.

    There are about 1 million Cualli, and about 500,000 Sidar and 500,000 Mazatl. Each of the Three Desert Powers has arouind 1 million Citizens, and the Sheaim Tribes have about 100,000 followers.

    There are around 5 million unaffiliated Nomadic tribesmen in the Eastern Wilderness.

    Most of the 25 million in the West are simply mercantile Farmers and Traders, with no real Nationalistic ambition other than the gold coins in their pockets. Each budding Government in the West has barely a million registered citizens if their lucky, so your looking at the strongest Western army being the Bannor Frontier Regiments of 200,000 soldiers. Meanwhile, the Elven Armies are about 2 million strong on Each side.

    of the 100,000 Shieam followers, around 50,000 are farmhands, 30,000 are Shepards, 10,000 are manual laborers, 5,000 are sychophants and crazed prophets, while the other 5,000 are skilled mages, archmages, and Faustian Demon summoners/worshipers.

    However ... there are tales of millions of decomposing bodies that lay buried beneath the sands, for these sands where created by a huge battle, that left so many bodies that the Gods, in their shame, buried them in the sand to be (relatively) preserved. One such faustian demon-worshipper among the Sheiam, also happens to be an extremely skilled Necromantic Archmage ... he feels himself the envy of Barbatos ... has just recently discovered this cache of bodies via whisper of a Succubus on envoy from Ceridwen. Meanwhile, Os-gabella sips a glass of Goats milk while reclining in a chair of cactus-wood in a thatched hut on a hill overlooking the construction of a fourth dimensional spire.

    oh, and Im in
     
  12. cypher132

    cypher132 Emperor

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    Here is a preliminary version of the map. It was made in MS Paint so it can be edited. Tasunke, I choose you as the first person to add your touches.

    P.S. I'll be using a different program for the actual map. This is just a rough diagram for me to go by.
     
  13. Tasunke

    Tasunke Crazy Horse

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    Mhmm, I see now
     

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  14. cypher132

    cypher132 Emperor

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    Sorry, CFC had some database error when I tried to upload it. The others will have to wait until you do what you like to it.

    Also, bring back polar bears!
     
  15. cypher132

    cypher132 Emperor

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    The map is making its rounds and is currently in the hands of Tasunke. Once he is done, he should post it in this thread with the word "Done" in bold. Then the next person can get it, type "Got it" in bold so others knows. Also, know that some of your ideas may be vetoed, but I find it highly unlikely that I will.
     
  16. Tasunke

    Tasunke Crazy Horse

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    Okay .... so here is the base map. I just added in a few civs. (feel free to change Svart/Ljos locations as it suits you)

    The dark Umbrawood is located far in the Northern Most Reaches of the Continent ... however the Ocean currents and rainfall allow for a lush and dense Forest ... so thick one could almost call it a rain forest ... thick with Cedar Trees, Redwoods, and Giant Oaks, as well as giant Forest Ferns. The Alphar take residence here. The Ljosalphar City of Evermore looks over Crystal Lake, as the beautiful Yangtze River flows past. It is unfortunate, but there must be a call to all Elven Kin on this day, as the Snows have finally melted, that we mobilize for an Unfortunate War.// Deep in the Evergreene Fortress of Nameless Tower, Volanna makes plans with her Nyxin Generals. They will lead the swordsman in an ambush of Ljosalphar supply lines North of the Yangtze. "Here we will draw the enemy, and then there, in the South, is where our true strike will be, supported by our (few) mages. This time next year, we dine in Evermore!" Faeryl Viconia will be pleased.

    Chief Votakara loads his people onto a massive fleet with the coming prophecies fortold. "people of Sidar, I moving is not a thing we do, however for the protection of our knowledge it is a thing that we now must come to terms with, at least for now. I will assure you that our new home will be safe below the Uralian Mountains, where we may find some peace. I hear that there will be lush forests there as well, due to a stream phenomenon" And so the Sidar set upon their ships, and land in the middle of the desert. They then hide in the caves, and after 50 years of destruction, lo and behold they find themselves in a lush forest protected from the cold by a warm ocean current and a hefty stockade of mountains.

    Vol'ran! sah! ... "yes chief liuetenant of the 4 holy blades?" ... well, our forward party has tripped up sir, we don't know where we are going. We've already lost the Bard caste's 3rd regiment due to scouting alone ... are you crazy!?
    "Still now, child. Think on this ... if we, the greatest woodsman in the world, can barely navigate this forest, the thickest in the world, then how can a mere human attempt at such a thing? Come now ... we must gather our strength so that we Can stop this appocalypse, and more immediately, crush the Dreaded shieam when they rear their ugly head of true intentions. For now however ... we wait. We wait and we Isolate. Oh look, we seem to have arrived. And indeed they had ... for after trekking through the 500 mile thicket of Amatheon's Lost Forest, they have finally found the lost lands of Kalshek.

    DONE

    Users Notes: feel free to add more land, add terrain, take away unused land, ect. But please don't mess with the land or terrain of civs already in place. For instance, in "rerun" I thought of adding a desert peninsula coming south from the Snowlands (an extension of the current Peninsula, wider, ect, more deserty) for the Shieam to live in. This is of course, all conjecture.

    As a terrain key. White means snow/ice, green means forest, lush vegetation, (sometimes jungle). Thick green means a significant forest, like the Umbrawood, or the Lost Forest of Amatheon, turqouse dots mean Marsh-land/Delta-swamps. Yellow dots mean lots of sand, usually Desert. Brown triangles mean mountain ranges, or sometimes hills. Thin blue lines are rivers. There is at least one Lake, the Lake south of the Ljosalphar is called Crystal lake, and the river running into it is the Yangtze.
     

    Attached Files:

  17. Kyzarc Fotjage

    Kyzarc Fotjage Rise Up

    Joined:
    Apr 16, 2009
    Messages:
    1,111
    Gender:
    Male
    Location:
    Western Washington
    I'm in (please)
     
  18. Tasunke

    Tasunke Crazy Horse

    Joined:
    Mar 20, 2009
    Messages:
    2,800
    Location:
    the 1800s
    by all means
     
  19. cypher132

    cypher132 Emperor

    Joined:
    Dec 7, 2008
    Messages:
    1,009
    Looks good so far. The next person who wants to work on it, just save it, say "Got it" in bold, then reupload it when you're done.
    I'll work with this sketch later when it's closer to Mega Story II time.
     
  20. cypher132

    cypher132 Emperor

    Joined:
    Dec 7, 2008
    Messages:
    1,009
    If anyone is interested in partaking in MSII, let me know. Me and my esteemed co-GM Lemonjelly are currently constructing the map. So yeah, please leave a post letting us know if you're in or not. Thank you.
     

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