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Fantasy MonoChrome - Lore

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Ostea World Map


Ostea is a world trapped in black and white. It’s the way it’s been for as long as anyone can recall. The lands are littered with ancient ruins from whomever came before; cities, towns and strange metal creations that have been reclaimed by nature over time. Although those ancient ruins are filled with danger and as such, are forbidden to travelers. Not that it stops daring adventurers from exploring the areas for treasures from those who came before. Treasures from the ruins fetch a high price, but death or permanent injury is a high price to pay if you dare go into the ruins. You are one of a group of rag-tag adventurers who have just gathered in Serenity for the first time, why you decided to group up with others for adventure, only you know. Although one thing is for sure. Making money doing dangerous or hard jobs is easier with others who hopefully will have your back if things go bad.​

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Races
Half breeds do exist in Ostea, they're not common and most are outcast by a majority of society. Due to this, many either move to the Fae Isles where the Ish-nial accept and welcome them, or fall into a life of crime.

(Images are thumbnails, click for the full size)​



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Race Name: Dan’ir (desert elves)

General Overview: From the southern half of Dan’ir, they live either in the coastal desert city, Kothemar (Koth-eh-mar), or in Serine (Ser-eene), a city mostly surrounded by a large lake. They have guards posted at the only gate into the Linete Deadzone at the border. They can live for 300 years, aging at a normal rate until they hit around 20, then their aging slows. They reach old age at 250.

Physical Description: The Dan’ir are tall, dark skinned elves, averaging six and a half feet. Their hair ranges from blacks to whites and rarely to reds. Their eyes are silver, purple or gold. Heterochromia is not uncommon in the Dan’ir.

Societal Structure: Image - left to right. Upper, mid and lower class Dan’ir. Patriarchal Aristocracy.

Relations: Upper and middle Dan’ir - Friendly to upper and middle class, both neutral/dislike to lower. Lower likes lower, hates Upper, Middle is a case by case basis. Thori’dal - Neutral.
Fauni - Dislike. Ish-Nair- Neutral. Rhox -Neutral, wary. Half breeds -Dislike.

Race Lands: Dan’ir, upper class tends to live in Serine.

Religion: None, they state they are above the need for religion.

Languages: Dan’ish (Dann-ish), Common

Common First Names: Jen’ar, Da’ris, Set’na, Te’ris. Male names have three then two letters in their first name, females have the reverse.

Common Family Names: Swiftsand, Duneheart, Brightsun, Deepwater

Famous Characters: Jen’ar Swiftsand and Te’ris Duneheart, founders of Serine.

Population Statistics: Large in population, they live mostly in their own country. Middle and lower class can be found scattered throughout the world.

Culture: Warriors > Scholars > Artisans > Servants (includes low class commoners and slaves)

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Race Name: Thori’dal (snow elves)

General Overview: Light skinned elves hailing from the northern half of the continent, they’re tall like their Dan’ir cousins although are visibly more delicate, although don’t mistake it for weakness. Ayo Anore (A-yo Ano-rey) is their main city, although many travel to Arslean (Ars-le-ann)to attend the University there. They can live for 300 years, aging at a normal rate until they hit around 20, then their aging slows. They reach old age at 250.

Physical Description: Tall like Dan’ir elves, pale skinned and their hair comes in ranges of silvers, blues, reds and purples. Their eyes can be any colour except silver, purple or gold.
Societal Structure: Upper and lower class, there is no in between. Oligarchy.

Relations Dan’ir - Like (upper and middle classes). Thori’dal - Upper likes upper, dislikes lower. Lower likes lower, dislikes upper. Fauni - Neitral. Ish-Nair- Like. Rhox - Dislike . Half breeds- Dislike.

Race Lands: Thori’dalis

Religion: Lovers of the Heavens

Languages: Dalish, Common

Common First Names: Eth’ae, Thi’me, Aisir, Salux (female names have an apostrophe, males do not)

Common Family Names: Argenn, Nodreil, Reshan, Alitta

Famous Characters: Octau Thobain, Da’thu Kinann and Esir Itill.

Population Statistics: Large population split between Ayo Anore and Arslean. Smaller pop in Leolon and Ari Naris

Culture: Priests > Artisans > Scholars > Warriors > Commoners > Servants

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Race Name: Fauni

General Overview: Elven looking humanoids with animal ears and matching tails. They are shorter than the Elves though; six feet is considered tall for Fauni. Their eyes often reflect their animal in appearance and colour. Bird based Fauni have short elven ears and wings large enough to allow flight. They live for 150 years roughly, becoming venerable at 100. They tend to be nomadic until they find somewhere to stay, even then sometimes they move on after a few years.

Physical Description: They’re only based on domestic animals such as cats, dogs, birds, horses and stock animals such as cattle, sheep, goats etc. Their hair colour has a wide range, generally matching or complimenting their ear colour.

Societal Structure: No caste system, anarchy at Sleetcall. Will follow the ruling system of the region they live in.

Relations: Dan’ir - Dislike. Thori’dal - Wary . Fauni - Neutral. Ish-Nair- Like. Rhox - Neutral. Half breeds - Neutral.

Race Lands: Spread out across the world, Sleetcall is the closest to what they call home.

Religions: Deity of The Forests, Lovers of the Heavens

Languages: Common

Common First Names: Eonar, Tinga, Ialis, Nevir

Common Family Names: Fleetfoot, Softpaw, Starhide, Shorttail

Famous Characters: Eonar Shorttail and Ialis Softpaw - braved Linete ruins. Eonar perished, Ialis was gravely wounded. The Relic is kept at Sleetcall.

Population Statistics: Medium population size spread out across Ostea

Culture: Storytellers > Priests > Artisans

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Race Name: Ish-nial

General Overview: From the Fae Isles, the Ish-nial are a horned humanoid race. Vegetarians, they live in harmony with the land, growing crops and food-bearing trees. They live for around 100 years.

Physical Description: A short race who are 5ft 2” at their tallest, the Ish-nial have a relaxed dress style, short pointed elven ears and horns that grow in a few years after they’re born.
Generally from 4-5 years old, the nubs they are born with start to grow. Their skin is darker toned and their eyes are generally earthy colours.

Societal Structure: No caste system. Democracy.

Relations: Dan’ir - Neutral. Thori’dal - Neutral. Fauni - Like . Ish-Nair- Like. Rhox - Neutral. Half breeds - Like.

Race Lands: Fae Isles

Religions: Deity of The Forests, Lovers of the Heavens, Brothers of the Sea

Languages: Common, Nialese.

Common First Names: Ish-Laila, Ish-Terimy, Ish-Hadrianne, Ish-Ferni

Common Family Names: Ish-nial do not use last names

Famous Characters: Ish-Laila and Ish-Ferni, settlers of the Fae Isles and founders of Dewfalls.

Population Statistics: Medium population

Culture: Artisans > Priests > Commoners

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Race Name: Rhox

General Overview: A fierce, hardy people from the Hot Sands, the Rhox are known to be a strong, no nonsense people. They are hard workers and their reptilian appearance means their skin is tough. They rarely go into the snows as they suffer in the icy weather, but flourish in the hot weather of the deserts. They live for around 90 years and often take jobs as bounty hunters or mercenaries, charging many Moons for their services.

Physical Description: Tall and athletic, the Rhox have thick, scaled skin that is tanned to dark in tone. Generally they are 5ft 6” to 6ft at average and have no hair. Resting bitch face is a norm for the Rhox. They have a fondness for gold and use it in all manner of personal decorations from jewellery to home decorations and art.

Societal Structure: Royalty and common class. Monarchy.

Relations: Dan’ir - Neutral. Thori’dal - Neutral. Fauni - Wary. Ish-Nair - Neutral. Rhox - Like. Half breeds - Dislike.

Race Lands Hot Sands

Religions: Construct of Industry, Lovers of the Heavens

Languages: Rhox, Common

Common First Names: Faai, Izza, Idrees, Jumaili

Common Family Names: ka-Istarri, ka-Janisha, ni-Henest, ni-Ternis (ka is male, ni is female)

Famous Characters Izza ka-Senarri and Muhami ka-Senarri, Founders of Starview Oasis

Population Statistics: Medium population

Culture: Royalty > Warriors > Artisans > Commoners > Slaves

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Race Name: Construct

General Overview: A fully created, non-organic race, the Constructs were made by experimental engineers. The process took years to get to this point and now they are built for those who can afford them. To the Upper Class, they are a status symbol and are rarely refereed to as anything other than an ‘it’, despite their outward appearance they are seen as nothing but an item that is owned. A small number, in the last few years, have broken protocol and fled from their owners in a bid for freedom, they are dubbed by their own kin as Awoken. Bounty hunters will track them down and return them to their owners.

Physical Description: Generally humanoid, resembling elves more than any other races. They are shorter than elves, standing around 6 feet in height. The tones of the metals they’re built from are generally tones of silver or gold. It’s not uncommon for rich owners to embed jewels or get detailed engraving done on the plates.

Relations: Currently neutral to all. Will reflect their owner’s outlook.

Religion: Construct of Industry - only to those who are Awoken.

Languages: Common by default, can learn all quite quickly.

Common Names: They leave the factory with a serial number but are often renamed by their owner. Serial numbers are 2 letters, the year of creation and 3 letters. Each is unique ie. DV1827KPX, RT1822Y0NP, UQ1828SYR,FH1829ACR. House names are often bestowed on the Construct for ease of communication, Awoken will often rename themselves to reflect their freedom.

Population Statistics: Tiny population, less than 300 worldwide currently. Mostly located in capital cities. Roughly less than 10 are currently Awoken.
 
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Classes
Combat Classes​


Fighter: A classic mercenary who prefers to use swords, or similar weapons. Either a two handed, one one handed (with or without shield) or two one handed. They often are hired to wipe out dangerous monsters on the roads or that cause threats to towns. They are also bodyguards and town guards. (Choose from: One 2 handed weapon (sword, axe, hammer), one one handed weapon + a shield or two one handed weapons.)

Rogue: Generally on the bad side of the law, rogues generally wield daggers in combat which are easier to conceal. Throwing weapons, a shortbow or shortsword are also not uncommon a side weapon. (Choose one from: throwing weapons, shortbow or short sword as a secondary weapon.) They generally have knowledge of Fences in cities and some have connections to the Black Market.

Alchemist: Using science to create a variety of items, Alchemists are healers as well as damage dealers. Their knowledge allows them to create medicines to heal, including local plant life in dire situations, as well as explosives like gunpowder and poisons, acids etc. Traveling alchemists are not uncommon across Ostea, often taking their city knowledge on the road to help others. Snake oil salesmen often pose as alchemists to try and make some quick money.

Ranger/Gunslinger: Often mercenaries like Fighters, the Ranger or Gunslinger rely on ranged weapons to deal their damage. Gunslingers are far less common, as guns are expensive and controlled by the Governments of the world. Gunslingers are hired as city guards or bodyguards, although there are those that leave their job behind and take their gun with them. Rangers prefer the old school bow and quiver of arrows (or crossbow and bolts) as their main weapon and often have a sword on hand for close combat. Rangers tend to be hunters or mercenaries. (Choose from: Bow or crossbow and sword or dagger for secondary weapon. Gunslinger: Choose from a pistol or rifle.)


Monk: Monks are scholars who will fight if the need arises. Often they have an interest in the religions of Ostea or the history of the world, traveling around collecting stories. They excel at hand to hand combat but some use staves as a blunt melee weapon. Through study, some Monks learn multiple fighting styles from across the world and some pick up other weapon skills. (Choose from stave, or bare handed fighting.)
 
Creatures of Note
These exist alongside standard Earth animals. Horses, chicken, cattle, wildcats etc do exist.​


Domesticated Creatures

Faekit: A small, domestic cat sized creature. They’re strangely loyal and sweet. Their diets consists of mostly fruits. They have a lifespan of up to 10 years and are native in the wild in the forests of the Fae Isles.

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Griffin: Horse sized creatures that are protective and a little bit cheeky, they’re carnivores and are bred for battle and travel, they also make good companions in their older years. They live for up to 40 years and are found in the Urora mountain area and in the plains nearby.

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Lanterntail: A tiny griffin-like creature that will sit in the palm of your hand, their tail glows in the night due a natural bio-luminescence in the feathers there. They consume basically anything. A Lanterntail lives for around 15 years and is found in the wilds on Sun Isle.

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Flutterbun: Soft and winged, Flutterbun are an ideal house pet. They’re quiet and can be skittish. They are herbivores and can live for around 8 years, they are found in the wilds across the world.

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Tropical Drake: Small dog sized, scaled pets that are found both in the wild and domesticated in the home. These little carnivores do not do well in cold climates. Drakes live for 50 years and can be found in the northern parts of the Eloris forest, where it’s more tropical than the south.

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Dragon: From small to large dog sized, the dragon is a handful of a pet. They are moody and for their size, consume a lot of meat. Most can breathe fire, but some breeders remove the glands to stop them setting homes on fire. Dragons have a long life expectancy, 100 years and are found in the wilds of the Dan’ir mountains.

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Lake Otter: Water dwelling creatures that appear both in the wild and in the homes of those who can afford them and provide upkeep for them. Domestic otters live outdoors in private ponds and require live fish to hunt in said ponds. They live for 20 years and are found wild in any lake, except for the desert oasis’.

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Wild Creatures - Docile

Meowl: Moody creatures who are quite friendly to people, but despite attempts, refuse to be tamed. They may stay in a home for a few days before escaping and going back to the wilds. Captive Meowl will stubbornly refuse to eat. They live for around 17 years and are found in forests across the world, hunting at night.

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Feathered Wyvern: Docile unless angered, the Feathered Wyvern will keep their distance from both people and settlements. Preferring mountains where they won’t be disturbed. They live for around 150 years.

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Deep Forest Stag: Vengeful if angered, the Deep Forest Stag is an uncommon sight, due to being hunted for it’s horns. Despite hunting them being illegal, it doesn’t deter poachers. They are generally herbivores, but have been seen eating fresh kills. They’re only found in the Eloris forest and can live for 80 years.

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Snow Wolf: A strange, but beautiful creature of the snowy lands of the north only. They travel alone or with a pack, their howls often echo through the frigid night sky. Snow wolves live for 30 years and are hunted for their pelts.

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Large Heron: A large water bird that frequents lakes and swamps. It’s eggs are nutritious and worth a Full Moon each, if you’re brave enough to steal an egg. The Heron lives for 14 years and mates for life, they are massive and can be almost 6 feet in height.

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Ocean Salamander: Hunted for it’s delicious flesh, the Ocean Salamander are bottom feeders in the deeper ocean. It’s meat is expensive, but mostly commonplace. They live for 60 years and occasionally come to the shallower waters in the mating season.

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Faefins: Narwhals that have a soft glow in the dark light, they are hunted for their meat, which only the rich can afford. Their horns glow even after removal and are used in jewelry and sculpture. They live for 30 years and frolic in the waters around the Fae Isles.

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Wild Creatures - Aggressive

Hell Horse: Vicious, carnivorous creatures of the plains, these have never been tamed and rightfully so. Their large maw is full of sharp teeth and can rip a limb off with ease. They tend to travel alone, only gathering in the mating season in Spring. They live for 25 years.

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Wyvern: Huge and vicious, Wyvern, while thankfully uncommon, are common enough to cause troubles for travelers, towns and sometimes even cities. They can spit fire, poison or rarely lightning, depending on the breed. Their talons are sold or kept as trophies. It takes more than one person to bring such a beast down. Wyvern can live for 300 years and can be found anywhere across the world.

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Sand Dragon: This desert beast may look adorable, but they have a nasty bite and tail whip. They are quite large and will chase the unwary across the sands if you make the mistake of getting too close. Although those in the know will see the tell-tale pattern just under the sand. They are carnivores and live for 8 years.

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Rock Scorpion: Found in the desert mountains, the sting of the Rock Scorpion is extremely painful and fatal if not treated fast enough. The poison takes about an hour to fully work itself into the system and kills the victim. The Rock Scorpion has a short lifespan of 4 years.

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Pantherine: Three distinct types of Pantherine are found across the world. The first in the heat of the desert, the second in the snowy mountains or forests and the last is very rarely seen in the Deadzones. They’re carnivores who hunt in packs of three to four and life for 18 years.

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Rare Creatures of Note
Rare and Special

Specters: Almost nothing is known about these strange, floating creatures. They only are seen in the Deadzones are will not leave the corrupted area. They are very aggressive and rarely travel alone. It’s not known what they eat or how long their lifespan is.

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Unicorn: Extremely rare, the Unicorn seems to be sighted in any woodland, but is fleet of foot enough to escape capture. Like the Deep Forest Stag, the Unicorn is hunted for it’s horn, as well as it’s hair. It’s illegal to kill a Unicorn, but poachers persist due to the worth of the hair and horn. Unicorns are said to live for up to 300 years, although it’s unknown how accurate this is.

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Flower Mantis: Rare and highly sought after by the Upper Class to be kept as pets, Flower Mantis’ numbers have dwindled due to their popularity. Although they do not breed in captivity. They have short life span of 5 years and are passive.

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Vine Snake: A rare, tropical snake that in the wild, is very venomous but bred in captivity with varying success to tame and breed out their venom. They are very rare in both the wild and captivity. They live for around 20 years.

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Religions
Ostea is not overly religious, but there are four Gods for those who wish to worship. In-fighting between followers is very very rare. It's not uncommon for people to worship multiple Gods, or none at all.​

Construct of Industry

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Depicted as a floating construct of metal, Erustus is said to reward the industrious, curious and creative with bursts of inspiration when they’re most needed.

Deity of The Forests

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Depicted as an anthropomorphic unicorn with a feminine form, Blyss is said to reward those who are kind to nature. She’s prayed to for good harvests from the lands and safe passage through the large forests.


Lovers of the Skies

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Depicted as a pair of phoenixes, Akie and Aiger are lovers who only get to meet at dawn and dusk. Akir raises the moon and the night skies, while Aiger raises the sun and daytime skies. (He, Aiger, is the darker toned bird.)

Brothers of the Sea


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Depicted as twin mermen brothers, Nerio (left) and Oiren (right) control the tides. Oiren raises the tides and his sibling lowers them. They’re prayed to by fishermen and those traveling on the ocean for bountiful fish and good weather as well as safe passage.
 
World Notes
Technology Level: Steampowered cars, trucks, boats. Simple submersibles. Airships. Most people still use horses/horse and cart due to Steam vehicles being expensive.

Weapons: Early repeating small arms, rifled cannon, ironclad steampowered warships. ‘Old school’ weapons and martial arts still exist.

Medical: Germ theory of disease, safe anesthetics, vaccines, simple medicines, amputations, replacement limbs (steampunk style or basic style with limited movement)

Other: Radio - both long and short wave, basic tv, basic cinema w/sound, landline phones (old school dial phones)

Current Year: 1800 (not equal to our year 1800)

Currency: Gold, silver, copper coins. Gold coin is the largest, copper is the smallest, silver is medium sized. Trade alongside coin is not uncommon. Gold coins are rarely seen in the hands of the commonfolk.

Gold is worth 100 copper or 10 silver coins.

Current List Of Known Factions

Royalty

Upper (Ruling) Class

Middle Class

Lower Class

Slaves

Outlaws/Bandits/Thieves

Bounty hunters

Slavers
 
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Relics
During your travels you may come across relics from the past, a d100 will be rolled by myself to let RNG decide what quality Relic has been found. All Relics are worth money and come in five quality categories.​


Generic (1-60)

These items are generally items that are damaged beyond repair, broken or shards/fragments of antique items. They worth 1-20 copper, depending on the item and the buyer.

Uncommon (61-80)

Items of Uncommon rarity are worth 1-20 silver and include items that are repairable, some may be no longer working but are in good enough condition to be on display in a home.

Rare (81-90)

Rare items are worth 1-5 gold, depending on the item and buyer. These are items in good condition, including artworks and sculptures that are repairable with professional care.

Exotic (91-95)

Exotic items are hard to come by and fetch at the least, 6 gold or more per piece. Items that are in great condition generally fall under this category.

Special Relics (95-100 in specific places only)

Special Relics are highly sought after by historians and collectors especially. They are rare to be seen or found and can fetch 20g or more depending. These are generally books that are intact and still readable after 1800 years.
 
Places Of Interest - Thori'dalis
Ostea is made up of two major continents and several smaller islands. Ruins are scattered across the world, remnants of a long-dead people. The north and south poles are uninhabitable.


Thori’dalis



Ayo Anore: The capital of Thori’dalis is located on the snowy western coast, on the other side of the mountain range to Leolon. Their main export is fish and Ayo Anore boasts a large dock bustling from dawn to dusk five days a week. It has a large Airdock, able to have half a dozen airships docked at once.

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Arslean: The city is larger than Ayo Anore, boasting a large University that attracts students from around the globe. The proximity to the snow means the city is always chilly. It has no water dock due to being built atop a tall cliff. It has a small Airdock to support one airship.

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Leolon: The northernmost town in Thori’dalis, Leolon relies on trade and tourists. It’s a small settlement with stunning vistas and ample cabins for getaways. Ice fishing is both a way of life and a tourist draw. It has no Airdock.

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Ari Naris: Nestled amongst a forest, Ari Naris supplies Thori’dalis and Dan’ir with lumber primarily. Farming is their secondary trade, due to the rich soil. They have more crops than stock. Ari Naris has no Airdock.

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Places Of Interest - Dan'ir
Dan’ir


Serine: Dan’ir’s capital city, nestled on an island in middle of a lake. Serine is a very expensive place to live and only trades in what they deem the finest wares. Jewels and jewelry, artisan foods and clothing and the rarest of Relics. The Upper Class often have priceless Relics on display. Serine has an Airdock to rival Ayo Anore’s.

A majority of the locals are artisans who work hard crafting. Farms stretch across the lush landscape, the soil here is rich and ideal for growing food and feeding stock. Farmers have their own home on their land and a majority of their stock is spoken for by artisians from Serine, the rest they can either use themselves or trade elsewhere. Those who can’t afford to live in Serine often find work on the farms nearby, living in worker dormitory homes. Crime can be an issue in Serine, due to the Relics left on display as well as the amount of jewels and jewellery in homes and businesses.

Serine has a well trained Lawman crew to help stop thieves before crimes are committed, undercover detectives spend a majority of their time in the force dealing with the Serine underbelly. Although most of the major crime gangs no longer have a headquarters there for that very reason.

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Kothemar: The second largest city in Dan’ir, Kothemar has a large industrial district and a small docks for delivery. Expensive items made here are sent to Serine for sale to the rich or traded to other parts of the world. Some upper class Dan’ir live here part time in expensive homes to manage their businesses. The Airdock here can support two airships.

A large market runs here on the weekends, drawing in local traders and buyers from Serine. Crime here is also a problem, but not nearly as bad as in Serine. Cutpurses and pickpockets are the main issues at the markets generally. A high percentage of the local workforce work in the industrial district, a lot of traders come from Salin with raw gems and gold to sell to the workers in Serine.

Kothemar also imports a lot of stone from Salin’s mines, using it for building and the best is sold to artists for sculpture.


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Salin: A small underground desert town, Salin is kept alive from the mines in the nearby mountains. They deal in stone, gold and any raw gems they manage to find underground. The work is dangerous, hard, but it’s the best they have. They have one small Airdock for one airship.

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Thilsdorei: A fishing town, Thilsdorei has a large dock which barely seems to sleep. There are some markets in the dock area and some of the population run businesses from their homes. There are no official stores here. They also farm seaweed here for consumption and sale. They have a small Airdock that can dock two airships.

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Places Of Interest - Sun Isle
Sun Isle​

Sunspell: A medium sized city that is a melting pot, Sun Isle is a democracy and often a place where exiles or misfits flee to. Crime here is quite high as slavers run the city, not that it’s common knowledge though. The law enforcement is extremely corrupt, as are the people in power. It takes a long time from Kothemar to get here as the sea past the Ruins of Linete, the Southern Frostland and Veritas is too risky to run a ferry through. It does not yet have an Airdock.

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Amyo Alora: Another slaver run town, Amyo Alora is surrounded by high, spike-topped walls. Entry here is only for slavers and buyers, auctions are run here when the need arises, the money made from the sales going to blackmailing and paying off corrupt people to keep their trade going. There is a secret, private Airdock here.

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Places Of Interest - Urora
Urora

Serenity: The largest city in the world, Serenity is technically Ostea’s capital. The city itself is a melting pot, filled with all manner of races and classes. Two massive docks means fishing boats and trade/transport ships have their own places to go. A river runs along the centre of the city, the water not really ideal for swimming in. Serenity has a massive residential district, large industrial district and numerous stores of all types. Farmlands surround the outskirts of the capital that help supply food to the citizens. Serenity has a massive Airdock that supports up to 15 airships.

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Ravenholde: A small farming town that sits on the edge of the river that runs from Serenity, they have more stock than crops. Roughly only 30 people live here. It has no Airdock.

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Snowdrift: A snow covered tourist town, Snowdrift is small, but expensive. People go here for holidays and skiing or walks through the frozen forests. It has a small Airdock for one airship.

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Icemouth: A frosty, sea side city. Icemouth deals in whale blubber and similar things. The whales that live in the area are quite numerous and are hunted with care as to not over fish them. It has no Airdock.

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Wildhill: Known for their vast flower fields, Wildhill draws tourists in the springtime when the fields are spectacular colours stretching as far as the eye can see. The flowers are used locally and sold across the world for varying uses. It’s a medium sized city with a sea dock in the west. They have a small Airdock for 3 airships.

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Westbourne: Around the same size as Wildhill, Westbourne is the only connecting ferry to the small island where Stillmouth resides. Westbourne imports gems and precious metals for jewel-crafting, the biggest export from the city. They have an Airdock for 6 airships.

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Stillmouth: A small hamlet on an island of the same name, Stillmouth is surrounded by farmlands, the land there is strangely fertile and foods grown there are generally larger and tastier than anywhere else in the world. Such food is sold for a lot more and is sought after by expensive restaurants and the rich upper class folk. Animals are not affected by this growth, even if they’re fed the foods grown on the island. It has no Airdock.

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Places Of Interest - Eloris
Eloris

Ironshore: Named for the vast iron mines in the mountains to the south east of the large city, Ironshore is an industrial city with iron and steelworks. They make all manner of vehicles here. They have an Airdock big enough for 6 airships.

A lot of hardy people live here due to the hot climate and the mines/steelworks. A majority of the locals work in the mines, the steelworks and related businesses. The air quality isn’t the best, due to the amount of industry. There’s very little tourism but lots of trade and import/export going on at the docks and the airdocks. Generally everyone is encouraged to work in the mines or the steelworks, it's like a pride of the city thing since those places are the backbones of Ironshore. Of course there's those who don't work in those industries, but work in supporting industries. So healthcare and food-related jobs are also seen as a good thing by the locals. Gotta feed those hard workers after all and take care of them after injuries.

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Wolfmire: A small, logging town that exports logs across the world. They have no Airdock.

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Veritas: A seaside city that primarily makes furniture etc from the wood from the forests. They plant two trees for every one logged to try and keep the forests dense. They have no Airdock.

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Oberhelm: A small hamlet that is another tourist town, it’s quite sleepy. The locals hunt for wild game in the forests. They have no Airdock.

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Places Of Interest - Hot Sands
Hot Sands

Starview Oasis: A desert island in the middle of the Oasis, Starview is the Rhox capital and is only accessible via the ferry that runs to the western shore. It’s expensive to live in, the rich Rhox have large homes where they employ the poorer Rhox to work for them if they don’t get a job elsewhere in the city. Mercenaries and bounty hunters are trained here. Their Airdock can house 10 airships.

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Elmstead: A small desert town between Fallhaven and Starview, Elmstead grows desert plants for crafting and foods. They also breed tamed desert creatures for sale. They have no Airdock.

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Fallhaven: A sea side, desert city on the border of the Hot Sands and Urora. They make glass here from the desert sand and send fish caught here to Elmstead and Starview. The glassworkers in the city make all manner of items, from decorations, to jewelry to glass for homes and vehicles. Their Airdock can house 2 airships.

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Places Of Interest - Fae Isles
Fae Isles

Dewfalls: The capital of the Fae Isles, Dewfalls is set betweeb the edge of a large, partially frozen lake at the base of towering mountains and a large waterfall and the sea. The city has a sizable dock and everything here lives alongside nature. Greenhouses of varying sizes grows the fruits, nuts, vegetables and legumes the Ish-nial eat and trade. They do not have an Airdock.

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Whitemond: Over the long bridges from Dewfalls and from Eloris’ city Oberhelm, Whitemond serves more as a trading post between the capital and the state of Eloris. The nearby forest allows for gatherers to gather naturally growing berries, fruits and mushrooms which are also traded. They don’t have an Airdock.

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Places Of Interest - The Deadzones
The Deadzones


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A dangerous, ruined part of the landscape where no one dares to tread and those that do, rarely escape unscathed, if they escape at all. It’s Forbidden to step foot on the dead ground, let alone travel to the ruins themselves. The only magic left in the world is contained here, wild and vicious, lashing out in sparking white arcane bolts that have a dark shadow around them. Burns from them will not fade and remain as jagged scars, branching out like lightning. The Deadzones appear at and around the ruins of the old human civilisations.

The air in the Deadzones is thick and oppressive, the arcane crackles loudly through the air, echoing across the dead landscape. Heavy clouds linger here, casting heavy shadows over the darkened, scorched ground. Nothing grows here anymore, even with rain and rivers passing through. The ground is hard like rock, filled with cracks. Water runs off it and just sits in the cracked ground until it evaporates, which takes a long time due to the heavy clouds.

The largest and most volatile zone is the Ruins of Linete (Lin-et). Towers of twisted and metal and glass, buildings warped and flattened are all that’s left of what Historians can only assume was the world Capital and Ground Zero for the Catastrophe that sent the Human race extinct.

There are no maps for the Deadzones and many who have been foolhardy enough to venture into the Deadzones, do not survive.
 

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