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#but other than that the markings are primarily picts
koroart · 6 months
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Shez participating in Faerghus customs!! And celebrations!!
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wildname · 3 years
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Oh you created your own universe? Can you tell us more? 😲
Well I created Emmara, the setting, for a dnd campaign I was running a few years ago and have slowly been expanding upon it for a steady while now. I wanted to combine my enjoyment of history and fantasy a bit more than the other settings of dnd do and also give myself more liberty than using someone else's setting.
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I'll give a brief overview of the nations involved on the continent and one or two big events that have been ongoing.
Endel: the largest nation and generally considered the beacon of western humanity. Endel is a nation that was founded on the ruins of much of the ancient elven city-states, yet has accepted many of the non-human groups in as their own. The current kingdom is divided amongst larger to smaller holdings, with large fiefs held by the four Knightlords. Religious belief is polytheism with a large pantheon focused around the sun goddess and the moon god, a minor faith included is the animalist Old Faith which is favored by druid sects and rural communities. Their cultural influence is a combination of Anglo-Saxon and Germanic, with a dash of Arthurian flavoring.
Iskartium: Considered the birthplace of western humanity, the collection of city-states is divided and diverse in their goals and powers, Libre boasting the most powerful army and housing mercenary companies such as the Legio Fortuna, while Argos maintains a powerful merchant fleet as the stepping stone from East and West, with the ugly reality of continuing the ancient practice of slavery. They follow the same pantheon as Endel but with minor deities and faiths sprinkled in locally. Culturally they evoke Mediterranean aspects combined with classical Roman and Macedonian aspects.
Ardenne: a nation born of zealous faith and conquest, the people of Ardenne feel themselves the inherent owners of the world through their faith, The Grand Order. The last elven rulers to fall marked the birth of the nation proper, and the martyrdom of the prophet Ardent sealed the surviving elves and halflings fate. Despite the high standards of living amongst both the aristocracy and the peasantry, the gleaming gem of the North is marred by their open mistreatment of non-humans and religious persecution of 'witches' and 'pagans'. Religiously, they are a deity-less philosophy that puts humanity at the top of the pecking order but maintains a high standard of morals. Culturally, they are influenced by early to late medieval France and the low countries.
Careth: while far disconnected from the prophet's homeland, the island nation of Careth was open to conversion due to a long history of invasion and attempted colonization by the Shal elves of the east. This was much of the status quo until an upstart cult disposed of the old monarchy and installed their own head of state. The cult of the Matron now offers the largest safe haven of Sullied (think Tieflings) in the world. Religiously they are a monotheistic theocracy, focusing worship on an enigmatic deity they simply refer to as the Matron. Culturally they are a mix of early medieval Iberian, southern French, and southern Italian and Sicilian.
Kayle: the spotty collections of chiefdoms and clans that make up the island have only been unified for a short time, well within the life of anyone alive. Ardennian troops have landed on its shores and have given the high king, Cullen Mac Cu, the footing he's needed to unite the human settlements and the fir bolg highlander clans under one banner, the first time in history. Religiously, Kayle is the only human (primarily) nation to still worship the animalist Old Faith as a state religion, with the fir bolg continuing to worship the greater fae folk pantheon. Culturally, Southern Kayle is inspired by early medieval Ireland while the fir bolg are inspired by early picts and later Scotland.
Strakof: the lands of Strakof are by all means, Ardennian, yet they remain under the rule of an ancient arch-duke; Strakof himself. While appearing human and ruling over human subjects, it took little in the way of deducing to find he was no living man. A vampire himself, Strakof filled his aristocracy with those he felt could be loyal servants of undeath. Vampires, liches, wights, and other manner of foul beings rule over a fearful serfdom, humans who have long since forgotten a time without the stench of death. Many neighboring kings and queens have attempted to cleanse the lands of necromantic taint, only to further add to his armies of undead, and only further his goal to conquer what he sees as his by right. Religiously, the higher classes worship the demon lord of undeath, Wrought, with the living serfs being denied any holy symbols, lest they rise up in divine fevor. Culturally, various eastern European areas are combined with a touch of Prussian and aristocratic French in the higher classes.
Drakar: The magistocracy of Drakar is the only nation of draconic creatures in the world. Once a lush archipelago in the western sea, the dragons chose to rip the islands from the waves and lord their arcane might in a suitably grandiose manner, creating a chain of floating islands where only winged creatures could travel. While they won't admit it, a secondary reason was to protect themselves from sea-borne raiders and jotunr incursions. A simple caste system delegates duties among the citizens of Drakar, with the ability to use magic allowing many to usurp their usual lot in society. An exception is non-draconic immigrants, respected if they can hone arcane craft but are never allowed full citizenship. Religiously, they are an atheist society that believes their creation is through the secrets of arcane magic, therefore religious temples are replaced with colleges of magic and philosophy. Culturally, they are a blend of various bronze age civilizations with a highly structured and disciplined social framework.
Elgannon: the central forests make up the last hold out of elven sovereignty in the west. A collection of outposts and settlements hidden amongst the lakes and glades of the forest where nature rules and the fae can step into the mortal realm. The elves of Elgannon were lucky to be bypassed by the Ardennian armies in the human invasions, luckier still to remain united in the civil war that engulfed their lands and drove their fel cousins into the underground, all while waging the eternal conflict against the beastial creatures that stalk the darkest reaches of the woods. To this day, the elves and halflings that make up the population guard their borders viciously, knowing the end of their culture if they don't. They maintain a strong tie to the Endelian kingdom to their south and stage raids into the Ardennian bread-basket to free elves and wound their northern neighbor. They are a matriarchal society, where elders hold council and divide tasks to their followers, high elves craft and study, while wood elves and halflings forage, hunt, and watch their hidden paths for foes. Religiously, they follow a pantheon focused around stars, heroic ancestors, and the belief in their transition into the Otherworld, the realm of their gods and faefolk. Culturally, they are inspired by Gaullic and other Celtic tribes of mainland Europe, with a tense balance needed to be maintained between the natural cycles of nature and the primal rage that lingers under the surface of creatures.
The Silverpeak: once the last true bastion of Dwarven might on the continent, the hold has fallen to the forces of the largest greenskin horde the world has ever seen. Some thirty years ago, war came to the dwarves of the Dragonhorn mountains, a half-orc by the name of Grom had marched his army into the pass. The dwarves did what they had always done, they shut the gates and prepared for siege. It took one year for the greatest of holds to fall, the horde of orcs and their kin came screaming up from the depths, having tunneled their way in from below and using their own mines against them. Now the two groups lay claim to the mountain stronghold, with many attempts by dwarven refugees made to retake their home, with no success. Endel has taken in the refugees however, knowing the value of dwarven arms and armor, and to bolster their forces should the mountains sound with wardrums once more. Religiously, dwarves follow a pantheon of God's who represent their daily life on the surface and below ground, with their chief deity lying asleep due to treachery. Culturally, dwarves are a mix of Nordic and Russian slavic cultures with a strong sense of honor and familial bonds.
Noram: the harsh cold of the far north have deterred many would be explorers from mapping the land, but the boreal forests, icy mountains, and windswept tundra are the home of the last true giants and their Goliath followers. Hailed for their skill as craftsmen, the Jotunr spend the long winter hold up in their settlements, creating their weapons of war for the summer raiding season. Massive longships and village sized greatships carve their way through the waves and into the shores of the fertile mainland. Recently, Goliath warbands have made permanent residence on various shores of the western half of the continent, much to the dismay and distrust of their mainland neighbors. Religiously, the Goliath follow a pantheon similar to their dwarven cousins, but venerate mountains themselves as ancient gods. Culturally, they are inspired by viking adventurers and giants resemble their real world counterparts.
There's more I could add to this with various sub-factions and races or with the magic system at play in the setting but this is already a super long post and took me a good bit of time to get this far so this'll do for now.
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the-last-ghost · 6 years
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Okay everyone, I've been reading the whole "humans are space orks/fae/weird" tags for a while and have been working on my own story to add to it. This is part one and it's really long so stick with it and hopefully you enjoy the read!
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We have all heard their stories growing up; all heard the myths and legends surrounding them. It’s almost impossible to believe that they were real but there is still proof, scattered among the cosmos, almost as impossible itself. I’ve heard them called many things over the years: wanderers, outcasts, lost souls, fae, immortals, demons, destroyers, even death itself. Every name I have heard, if the stories are to be believed, is true and well earned. I haven’t seen one myself, nor has my father, nor his father; rumor is, they haven’t been seen in nearly 3,000 years… Imagine my surprise finding one now…
I realize you may not know anything about the creatures of which I speak; I guess I should say that most people have heard the stories… Well allow me to tell you about them; these, as they call themselves, Terrans.
The story goes that long ago, back in the early years following the foundation of the United Species Federation (USF) (about 8,600 years ago-standard) they sent envoys and scouts out across the stars to find life and if it showed promise, to bring it into the fold of the USF. No one quite remembers how the first contact went, however, it is believed that it went fairly well, what with the Terrans conducting their own search throughout the stars on what they called their, “Third Golden Age of Space.” Apparently they had already gone to space twice before but some form of internal conflict put the exploration to a halt. Records indicate that they melded swiftly and smoothly with the Federation but were always considered to be the more wild and fearless of the 189 species. It wasn’t until the 9th year as a part of the USF that their home world was formally classed as a category 7 deathworld, 3 tiers higher than our previous maximum (supposedly they had to completely re-do the scale to make it work.) The few holo-picts of the world (if you’re lucky enough to find one) showed a world full of beauty and wonder but as we all know, beauty can be deadly in the cosmos.
After joining the Federation, they primarily set their focus on science and exploration; the things they found were astounding and those they made were breathtaking. I remember once going to the USF capitol on Jurhan-3 and seeing a “small-scale” version of one of their Epsilon-Frigate class starships’ power cell; they called it the “Apollo Reactor” and it, still to this day, harnesses the power of a collapsing star held in perpetual stasis. I am unaware of the science behind it but the Apollo Reactor was nearly 8km long, just as wide, and 6km high and the energy the star gives off can, theoretically, power half of the planet indefinitely-to think they put a larger version of this in their starships! They created works of wonder in ways that are now lost to us, for with them went the skill, knowledge, creativity, and much needed insanity to create these wonders. They came up with ideas and solutions for things we never would have even considered and, true to their nature, set out for a solution with an alarming dedication (although the wonders that came from their accidental discoveries are just as marvelous.) Not only were they the creators of the impossible, they were the seekers of the undiscoverable. They would set out on the planets, moons, asteroids, and among the stars in search of all those things our legends said could not be found; and they would find them! They would purposely seek out our own myths and legends and while many were proved wrong, they in turn were becoming legends themselves…
Then one day there was a request for a team to explore one of the many dead-zones the USF had listed and, since they were aptly suited for hazardous work, they volunteered. As it was, they went out with their usual compliment, a Gamma-class frigate at about 13km in length was the command ship for the operation. The Icarus, is well known for what the exploration lead to; and for that, we can’t hold it against them. The Icarus set out with its two Delta-class cruisers, each about 9km long, in tow towards the dead-zone. This is one of the few aspects of their past that we still know actually happened and its easier to view the formal log…
USF Doc. 1193.34-D164Y228
Icarus Expedition Captain’s Log:
--196-- We have successfully completed our jump into system X33-KL09 and are preparing for our initial scan of the system.
--197-- Initial scan shows little promise of habitable locations as expected; will conduct systematic, thorough, cross-examination of each planet for possible mineral harvesting.
--198-- Outer rim planets, X33-9, X33-8, and X33-7, all devoid of any significant deposits of any usable minerals; moving inward towards the system core.
--199-- X33-6 and X33-5 both show heavy iron, copper, sulfur, and other usable mineral deposits. Locations marked and transmitted to the Federation Fleet Command (FFC.) Moving on to innermost planets.
--200-- X33-4 shows sign of former habitation; holo-picts will follow. No sign of current life, no atmosphere to speak of, no signs of water, no signs of vegetation. Will collect samples and transmit them to the FFC. Ground Exploration Team 3 (GET3) sent to surface, base established. GET3 will remain on surface until we leave the system.
--201-- X33-3 appears strange on our scanners. It’s almost as if there is something…wrong…with it. Unsure of how else to describe it. Standby for holo-pict.
--202-- Contact! All ships requested to pull back to X33-4 and form defensive perimeter; lethal force NOT authorized. Standby for further orders.
--203-- Sentient life has been met; sudden fleet emersion from the warp. Non-USF signals. Attempting to hail unknown contacts.
--204-- All attempts at contact have failed. Will attempt other means of ***BREAK—ALL HANDS TO STATIONS—SHOTS FIRED AT CRUISER: RISING SUN—PREPARE TO ENGAGE CONTACTS***
--205-- All ships, unknown contacts are hostile. Open fire on all Non-USF craft. Engage at will.
--206-- Attached is the video footage remaining of the engagement.
--207-- All ships, damage report. *Silence as ships report in* Confirm: Cruiser: Fallen Star destroyed? *Silence while awaiting confirmation* Understood. Enemy fleet as either been destroyed or fled the system. Remaining craft ordered to collect survivors and GET3, then prepare to warp to nearest USF outpost.
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--236-- Final tally of expedition fleet to system X33-KL09: One (1) Delta-class cruiser, Fallen Star, destroyed. 728 of its crew confirmed KIA, 109 of its crew un-accounted for (presumed KIA), 246 of its crew recovered and accounted for with varying injuries. One (1) Delta-class cruiser, Rising Sun, minor hull damage. 17 of its crew confirmed KIA, 0 of its crew missing, 942 of its crew accounted for. One (1) Gamma-class frigate, Icarus, severe hull damage, thrusters at 48%, and near catastrophic Apollo Reactor failure. 593 of its crew confirmed KIA, 197 of its crew un-accounted for (presumed KIA), and 806 of its crew recovered and accounted for with varying injuries. Requesting immediate support to attached coordinates. Sending Delta-class cruiser, Rising Sun, ahead of remaining vessels to prepare for our non-warp arrival.
--237-- Contact re-established with unknown forces. All crew to stations. Enemy ship determined to be on collision course; prepare to repel boarders. *Screams following the sound of impact—Sounds of metal wrenching itself apart—Silence* Shields down. Thrusters now inoperable. Boarding parties attempting to take ship. Will not allow this to happen.
--238—Cruiser, Rising Sun, has exited the system. Life-support systems failing. Authorizing the Manhattan Protocol*. God be with us.
--239—Attached video contains the final moments of the Icarus before the Manhattan Protocol was engaged. All hostile contacts were terminated.
*Manhattan Protocol: If the ship is boarded by hostile forces with no hope/chance of rescue or survival and no friendly forces remain in the system, the detonation of the Apollo Reactor is authorized. Said detonation will result in the immediate atomization of the host craft and nuclear explosion centered on the craft powered by the energy of the dying star. Possible outcomes could leave the system uninhabitable or create a minor black hole (if an Alpha-Class Capitol/Command Frigate is detonated.) This protocol only to be used as an absolute last resort.
----------End Formal Log-----------
As you saw, this no doubt lead the USF to mobilize a task force to secure the dead-zone and establish the identity of the unknown, openly hostile species and determine where they came from. Up until then, we had yet to see these Terrans in open conflict; there had clearly been minor skirmishes but nothing of real note. We were quite unprepared for their way of making war for these simple, bi-pedaled creatures seemed to pose little threat and were believed to have been primarily peaceful; quite at odds with their tier 7 deathworlder status. Apparently this had been the first ship lost in war in over 450years for them, a fact that they were extremely proud of, and so naturally they took it personally and set to it with there trademark dedication. Their sciences switched from focusing on exploration to tracking, from genetic mapping to mapping the weak-points of starships, from creating stronger mining tools to creating near indestructible hull armor; and it was beautiful. That’s when they were rumored to have been called the Fae, after myths from their own past. Beautiful beings capable of untold devastation. And so, the USF went to war against an enemy they knew little to nothing about, with these Terrans on point.
When contact was made again, after nearly 4 years of searching the dead-zone and the surrounding systems, hostilities were immediately established and our foe finally identified. They were called the Xulrata; fierce bi-pedaled creatures that would stand nearly 13ft tall and weigh upwards of 1200lbs. They were covered in a thick, leathery hide that seemed impervious to most of the federations weaponry but somehow the Terrans were able to find ways to pierce it. They had two massive canines that jutted from their lower jaw, deeply set eyes the size of my fist, and hands with the strength to crush a grown Sarlot as if it were nothing. We learned real fast that the only sure way to kill one, was to remove the head; even then, sometimes the body would continue on until its heart failed it, they were nightmare creatures and we lost a good many men and women to them in the following millennia. The Terrans had their own name for them, as they so often did; they called them Orks, after yet more creatures from their myths and legends-although, these myths appeared to be very, very real.
------------End Part One------------
I hope you enjoyed reading it as much as I did writing it. Please share it around and I'll get to work on part two!
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