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Fantasy Journey to Vesi [LORE/MAPS]

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bonesbo

certified corrupt circus creature
Escainian World lore/ mechanics (Journey to Vesi)



World Setting:


Landscape:
Escain and Glakin are part of the landmass known as Korrell. A mountain range splits the two countries. Two suns, 7 moons. The low red sun is a constant low eerie light, even in the lows of the cold seasons; high white sun has a 30-hour period, similar to our world. The bigger and closer moons are visible during the entire day, smaller/further moons only during when the red sun is out. Landscape is generally a rocky and cliff-covered coastline that generally flattens out to lush green landscapes. Different areas of snow/forest/desert/fields/jungle vary along generally flat middle land until going further center of Korrell. Reaching center brings about gradual rolling hills into mountains and volcanoes. Steam-vents sit in the middle of a valley in the middle of the mountain range, creating a hot and humid climate in the middle of the land. Most of the mountain ranges are always snowy/rainy and covered in thick forests and ginormous trees.

Atmosphere: Ranges from very dry to very wet.

Seasons: Four main seasons/ two wet-cold seasons: Cold and dead and violent (wind/droughts): Lumi. Temperate and growing and rainy, days become longer and brighter: Sade. Hot and soaked and sticky but very lush green: Reheva. humid warm days and cold bitter dry nights, nights growing longer until Lumi: Púdo.

Colonies: Main country where all crew members come from is Escain. Land is split with the second largest country of the land: Glakin. Other small countries fill in the spots, but use the main currency of which every land owns. Multitudes of colonies and cities exist within the lands Players can create their own cities/ towns/ cultures within Escain.

Currency: coins. Simple copper stamp the size of an average coin, gemstone imbedded into the center with script of value title around the edges

Escain
(highest) Pikels (square lime-yellow gem) 1 Pikel = 100 Dryll
Dryll (spherical clear gem) 1 Dryll = 50 Brod
Brod (hexagonal red) 1 Brod = 10 Jurit
Jurit (hexagonal blue) 1 Jurit = 10 Vill
(low) Vill (smallest copper stamp – spherical black granule)


Waters: Vary just as much as Earth’s. Few hidden unknown surprises, giant sea monsters, underwater temples, stormy waters. Depending on the ocean, colors of waters range from wine, deep blue, black, eerie green, etc. Seven major seas. Ason, Buldrice, Cullry, Del, Karkinoah, Mellian, Nurick.

Islands: Most islands are formed of underwater vents and volcanoes. Lots of archipelagos. Size and landscapes vary but most are rocky coastlines.

Creatures: Create any type of animal/ being you want along the way. I like to do a copy-paste-smudge kind of format where I take an animal (or two and mix) and fudge it just a litte to where it is fantasy.

Ex: Koist. A long and thick snake-like being with scales and leathery skin, gills, patchy colors like a koi fish. It has fins that is usable under water and on land. Bites are poison. Large round mouth and whiskers.

Cities: Cities are obviously the mass population in both Escain and Glakin. Steam and other natural resources are most plentiful there. Setting of cities are usually interwoven buildings and infrastructure of brick, concrete, and steel. Cities vary just as much as any other man-made thing.

Populations: Cities may be very diverse, or very self-segregated. There may be internal bias towards unfamiliar races, but there has never been a history of discrimination as a whole in the continent due to the large amount of very diverse populations. Legends and lore circle about the creation of different races



Steampunk technology:
Many factories are centered around the center of the Korrell landmass, since steam vents and volcanoes and natural gasses are abundant. This calls for versatile building. Since volcanoes are unpredictable some of the time, many factories are transformable into sky vessels.

Transportation/Infrastructure: Minimalistic. Wood wheels, metal wheels. Carriages with drivers for the wealthy, bikes. Mass transportation is a very big thing (trains/ monorail/ airship). Sky vessels, sky buildings. Sea vessels and sea buildings. Cities usually have very tall metal buildings, brick roads, gas lamps. Another common resources used for transportation/infrastructure is the use of hydraulics and wind as well. Giant wheels and turbines are installed throughout the canals, rivers, lakes, coastlines in places where steam technology is not the most accessible.

Steam/natural gases is most used in cities, near the center of the land mass, mass land transportation, personal homes. Water is used in locations where there are bodies or flowing water sources. Wind is used mostly in flat lands, farm lands, dry places where neither steam nor water are readily accessible. Cans/bottles of natural gases can be transported out to more rural towns for a link to the power houses of the community.

Weaponry: War has not been an issue is Korrell; therefore, no mass army supplies have been built up. Weapons that exist are built for nobles, wealthy, and other personal purposes, usually crafted by artisans. A mass majority of such weapons include close-combat blades, tools, swords; long distance manual weaponry such as cross-bow, bow-and-arrows, other projectiles. Many “dark” artisans have figured out usage of steam for a more mechanical approach to weaponry. It is not uncommon to find thugs and pirates with steam-infused projectile weapons, crudely crafted.

Communication: With the development of the City Wires, many messages are instant into households, buildings, and perhaps personal robotic assistants if you have that kind of money. Through the City Wires spanning most of the continent, radio communication and television entertainment are available to anyone. (Picture old/vintage sorts of TVs/radios from American 1950s)

Accessibility: Steam and natural gasses make the economy go around. It has helped industrialize the two main countries through pipes flooding the under-workings of the cities into homes and businesses and buildings.

Economy: The use of steam is still on the grow! Before the discovery of hidden steam vents, the main resource was natural gases harvested from volcanoes, and hydraulics. Mining was the main resource of Korrell within the mountains; mostly mining for ore of metals and gems. Mining is still one of the biggest economic pushers, but now it has moved towards mining of the gases and steam factories along the mountain ridges.

Classes: There is a separation of classes like any other economy. Escain has a Republic government with a single voted representative, and a body of Members that supervise lower levels within the land. Large class of factory workers/lower class, medium class of middle class, small class of wealthy business/ factory owners, governmental officials.





Magic usage:

Born users:
Born magic users only really apply to creatures of an element. Elements include things like fire, water, air, steam, stone, earth, light or darkness, storm (lightning), flora (plants), ice, lava/magma, metal. Elementals usually are dragons, giants, genasi, sprites/fae, nymph/dryad, mermaid.

Token users: Anyone can become a magic user through the use of spells, potions, books, magical artifacts, elemental stones, scrolls, etc… These items are called Tokens. Ex: an elf may become a master of fire if they obtained a fire stone (usually obtained from “Spirit spots”, places of high elemental energy like mountains or volcanoes). Most magic users channel spells through the use of a book, staff, wand, potions, or things that have magical properties (Tokens).



EP Lore:

Gerald Harmmish is the director and founder of Expeditions Prospering. It started out as a small arthrological research group searching for different forgotten or hidden cultures among the world. It has grown into a sort of college, a collection of students learning and living on the main campus along the shore line, for maximum immersion into their studies. EP has a great expanse of diplomatic connections to smaller communities and countries for students’ opportunities and general public relations. They have several campuses around Korrell, most are concentrated in Escain. The head research facility/campus is located along the northern coast, titled EP Institutes.
 
SHIP SCHEMS
Ship from the side. (stairs and floor levels shown on interior)
SHIP side.jpg


Going from the bottom up: the Base/ third level below the deck. Includes storage around the edges and on the interior is a workshop where Beaux and other tinkerings take place. There is also a hatch to the outside floaters
SHIP lvl b.jpg

2nd level below deck: Includes training workspace/ workout floor with equipment along the triangle middle walls. Equipment includes gear for true use of attack and defense, exploration, water scuba gear, as well as some other land-based tools. Most of the tools are for underwater use, most of the weapons are simple blades.
At the stern (back) of level two, is a large library and collection of books. Shelves are packed with all sorts of novels and stories. Along the walls are display cases of artifacts, etc. There is also a table for study, and some comfy chairs/couches for reading/socialising.
SHIP lvl 2.jpg

1st level below deck (top most underneath layer): at the bow (front) is the kitchen workspace, and the space behind is dining and casual hang out space. The large table in the center is a map with a glass screen for marks/notes. At the stern is all the bed/personal rooms. One room will be vacant as the Captain has separate quarters. Bathrooms at the back. Bedrooms are slightly divided between space for sleep and rest and the other side can be personalised to any means. (Room assignments will be given).
SHIP lvl1.jpg

The Deck: four masts. Second from front has the crows nest. Near the back there are two raised platforms, the one nearer to the stern is higher. First stairs lead up to the "driving" platform where there is a map table, another table, a compass platform, and of course, the giant wheel. Behind that platform is a taller wall which contains the steam engines and other mechanics of the ship. The dock is level all the way around.
SHIP deck.jpg

Above deck rooms: the captains room is underneath the first platform, literally like most pirate ship examples you probably have seen in media. The Captains room is also split in two, the starboard (right hand) side contains bathroom and rest area, while left is personalized for personal study or whatever.
at the stern, raised to near double the height of the captains quarters is the engine room. The captain cannot access the engine room from his room, he has to exit and go up the stairs.
SHIP top rooms.jpg
 
Map of Escain/Glakiel
(Currently WIP)

Korrell countrymap.jpg

Escain is on the righthand side. little square on bottom right is where EP Inst. is.
Dots are major cities, star is capital. Small dotted lines are major train tracks. Thicker dotted lines are canals. Rivers, mountains, hills.

Colour and more detail will be added later


MAP OF THE WORLD (wip
)

The country of Korrell is split. Escain pictured on the left hand side border and Glakin pictured on right hand side. More detail about world and seas and lands and volcanoes and areas to come.
Vesi world.jpg
 
M A P SSSSSS
VW base and coord.png

VW sun +clim.pngSun paths and climate regions. See key. Low red sun is constant. High white fluctuates.

VW land and sea.png Land and Sea borders. Groupings of land are by country/ land ownership. All the smaller individual islands have names but i dont got time for that yet ill make it up as we go.

VWbiome outlines.pngBiomes outline. see colour key. ask questions if colour confused.

VWocean topog.pngOcean topography and some land topography. Darker is deeper, lighter is shallow. Grey is rocky, bluer is sandier?/ coral reefier?

Screen Shot 2019-09-19 at 9.47.58 AM.png colour key
 
time checks
TIME CHECKS

Trektek Trektek Juju Juju TheCrowKing TheCrowKing Archie Archie Cyan Dragon Cyan Dragon

remember that the days are 30 hours long! the low red sun is constant and the high white sun is up for about 12 hours out of the day.
The White sun rises at hour 4 and sets at hour 16, giving bright light during that time. That is not to say that the red sun does not give light, but just lower, more eerier and cooler light.
bigger/closer moons are visible most of the 30 hour day, but the smaller/dimmer moons are visible around hours 20-2 (12 hours total)

The way that time checks will work, is I will post a time of day, which day of journey, a location statement, and perhaps a weather check in.
please be considerate when the crew is separated, to make sure one time line does not go faster than another.

(please react to post so i know you understand)
 

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