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 The Home of JT's Ideas

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Jætte_Troll
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PostSubject: Re: The Home of JT's Ideas   The Home of JT's Ideas - Page 3 Icon_minitimeFri Nov 12, 2010 10:00 am

New Chargate Prison

New Chargate is the main prison in the city of Negav. Besides smaller holding prisons operated by various governmental groups, most prisoners will end up here, below Felarya.

The prison is known as "New" Chargate as the original prison was taken down. This was simply due to the fact that as Negav expanded there was less room. People thought it ridiculous that the valuable above-ground property be spent on something as unpleasant as a prison. Thus the prison was demolished. (Popular urban myth states it was demolished with many of the prisoners still inside and that their ghosts haunt the apartment buildings that were built on that ground.)

The new prison is underground. To prevent it from taking up too much space underground and becoming too close to other areas, the prison was built vertically - many estimate that the deepest point in the Negav underground is the lowest areas of New Chargate.

The prison is essentially a giant open shaft that stretches down into the darkness. The sides are lined with the cells and walkways for the guards and wardens. It is a dark, damp and dismal place.

The lower the level of the prisoner, the more dangerous the prisoner is the general rule. The very lowest levels also have powerful magical wards on them - this is where rogue and criminal mages are kept (or fallen members of the Magiocrats). Perhaps due to the inmates, or pure magical residue, this lowest area is assumed by all the guards to be haunted. In fact, there is the occasional strange disappearance down here. But whatever the cause, the magical wards keep whatever it is securely below.


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PostSubject: Re: The Home of JT's Ideas   The Home of JT's Ideas - Page 3 Icon_minitimeFri Nov 12, 2010 10:51 am

I've always had something of a fascination for buildings that stretch downward over multiple levels, and doing this with a prison is a clever idea. Very suitable.
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PostSubject: Re: The Home of JT's Ideas   The Home of JT's Ideas - Page 3 Icon_minitimeFri Nov 12, 2010 11:57 am

It can also have a dontays inferno feel by having decending rings the farther dowen thw worse the prisoners. I do think traiters are the worse....
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PostSubject: Re: The Home of JT's Ideas   The Home of JT's Ideas - Page 3 Icon_minitimeSun Nov 14, 2010 12:19 am

I'm in a very Negavian mood of late, aren't I?

The story I'm writing at the moment deals with it and I'm trying to picture it as a real city full of life and many different areas and landmarks as well as urban myths, legends and customs.

Street of Red Flowers

The Street of Red Flowers is a long avenue in Negav. It is, as the name would suggest, lined with trees that blossom the most brilliant shade of crimson. The street is marked off at both ends by large gates, though these almost always remain open. They exist mainly as a symbol of the boundary that exists here. The Street of Red Flowers is one area of Negav where many laws are "suspended." It has thus become one of the cities foremost entertainment districts, with gambling, drinking of suspect beverages and the meeting of women of questionable virtue being regular occourances.

However, The Street is by no means a slum or a poor area. It's buildings are some of the most elegant in Negav - they are markedly different due to the fact they are built in a very archaic style. Everything here is kept under tight control, even if it is not apparent. It is a place of colour and festivities, as well as elegance and beauty. There are often slow, strange but mesmerizing parades that move up and down the street at night. It is a realm of fantasy, but one that is separated - what happens on the Street of Red Flowers stays there.


The Grand Negavian Market

The Grand Market is just what it sounds like. Originally designed as a large city square, it became a place for merchants to sell their wares. As Negav grew and space disappeared elsewhere, soon merchants from all over the city started to flock here. Today it is a sea of merchant tents, stalls and pavilions. The buildings around the Market are also almost all shops of some sort, forming a large shopping district. Nearly anything can be bought or sold at the Market - from food to weapons, from magic items to household appliances, from amusing curiosities to bizarre relics. While there are smaller market districts scattered around and below Negav, the Grand Market outshines them all. One could spend years here and never truly see everything.


Rust Town

Rust Town is one of the Underground districts of Negav. It is located at the end of the tunnel that goes all the way to the mines below the Ascarlin mountains. All precious gems and ores coming from that mine end up in Rust Town for smelting and refining. Rust Town is a fair sized cavern, with massive refining equipment scraping the ceiling and working ceaselessly to process the riches of the mines. Rust Town is also a hub for the miners of Negav - there are many boarding houses and small taverns here for them to rest before going back to brave the mine. Many long-term miners even live here along with their families. At the local taverns adventurers and mercenaries also hire themselves out to be escorts to various mining teams.


The Negav Catacombs

On Felarya, death from natural causes is rare. Outside of Negav, death usually comes in the form of being eaten and the wilderness leaves little remains. But in Negav, there are those who die of accidents, murder, suicide or execution. Some, especially Othemites, burn the bodies of the deceased. Many more wish to respect and maintain the remains. However, in Negav there is simply no room for cemeteries.

Thus, over many years, an ossuary was built slowly in one section of the Negav Underground. Here, the bones of the deceased are laid to rest. Over time it has become quite extensive, with corridors upon corridors lined with recesses filled with bones forming this area. The Catacombs are actually intentionally designed to be confusing - only the sanctioned Keepers know the ways around. This is to confound potential grave robbers, although the more superstitious say it is to confuse wandering spirits. Though the undead are almost never a threat on Felarya, the Catacombs are still a rather eerie place. Only the Keepers, special guardians, regularly patrol these quiet halls. One interesting custom they have is leaving lanterns and candles around, trying to keep the Catacombs generally well lit. This seems a silly thing to do for areas no one is in... but the Keepers are adamant about doing this. They seem to fear what would happen if darkness began to spread, though they will not say why....

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PostSubject: Re: The Home of JT's Ideas   The Home of JT's Ideas - Page 3 Icon_minitimeSun Nov 14, 2010 6:41 am

Quote :
The Grand Negavian Market

The Grand Market is just what it sounds like. Originally designed as a large city square, it became a place for merchants to sell their wares. As Negav grew and space disappeared elsewhere, soon merchants from all over the city started to flock here. Today it is a sea of merchant tents, stalls and pavilions. The buildings around the Market are also almost all shops of some sort, forming a large shopping district. Nearly anything can be bought or sold at the Market - from food to weapons, from magic items to household appliances, from amusing curiosities to bizarre relics. While there are smaller market districts scattered around and below Negav, the Grand Market outshines them all. One could spend years here and never truly see everything.
I already made that idea, but it didn't have any meat in the wiki.
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PostSubject: Re: The Home of JT's Ideas   The Home of JT's Ideas - Page 3 Icon_minitimeSun Nov 14, 2010 6:58 am

Sean has a point here.
That idea isn't really new. It has a title in the wiki but no description.

In addition, when looked back at the wiki I noticed that we already have an Adventurer Guild in the wiki.
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PostSubject: Re: The Home of JT's Ideas   The Home of JT's Ideas - Page 3 Icon_minitimeSun Nov 14, 2010 11:38 am

Well, this is my take on the Negavian Shopping District. Maybe when there are enough ideas on it one or more of them will be good enough for the wiki, for the meat of it that is.

As for the adventurers guild, this is meant to represent the guild as an organization, not as their headquarters, which is what is in the wiki.
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PostSubject: Re: The Home of JT's Ideas   The Home of JT's Ideas - Page 3 Icon_minitimeSun Nov 14, 2010 1:43 pm

I'm not against giving it a more fitting name. I just want to be creditted for the original concept. As for the Adventurer's Guild, anyone else think it would make sense if they'd be up to date with whatever rumor or potential quest/service could be happening and display them? I know I think in RPG concepts, but I think it would make sense that, if you're looking for a quest or service like "Searching for the Sirdium Cup in the Dridder Forest" or "Escort a diamond caravan", then the Adventurer's Guild would be the best place to go to get started. I don't know if I worded my thoughts right.
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PostSubject: Re: The Home of JT's Ideas   The Home of JT's Ideas - Page 3 Icon_minitimeSun Nov 14, 2010 7:14 pm

Sean Okotami wrote:
I'm not against giving it a more fitting name. I just want to be creditted for the original concept. As for the Adventurer's Guild, anyone else think it would make sense if they'd be up to date with whatever rumor or potential quest/service could be happening and display them? I know I think in RPG concepts, but I think it would make sense that, if you're looking for a quest or service like "Searching for the Sirdium Cup in the Dridder Forest" or "Escort a diamond caravan", then the Adventurer's Guild would be the best place to go to get started. I don't know if I worded my thoughts right.

Not trying to steal ideas. I just went through Negav mentally, thinking what it still needs. If there is a better idea already up, so much the better.

That sounds like a pretty reasonable aspect of the Adventurer's Guild. I probably should have named the entry here something different. The wiki outlines the Adventurer's Guild building and general purposes - here I was trying to explain how they fit into Negavian politics.
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PostSubject: Re: The Home of JT's Ideas   The Home of JT's Ideas - Page 3 Icon_minitimeSun Nov 14, 2010 9:16 pm

Well anyway, talking about the content of the idea itself, I noticed you mentioned MUST.

Quote :
The Adventurer's Guild is most concerned with organizations they feel are detrimental to adventurers. They have campaigned resolutely against organizations like MUST when they feel there are dangerously inferior goods.

Now MUST isn't that well developed at the moment (My fault, I need to finished writing up the idea and post it), but their equipment is not sub par. It works fine. If they made crap, they'd get crap. Their equipment often isn't the best out there but it's still good and reliable. Their goods set the standard by which others are measured. If you buy a whole lot of something made by MUST, it's all going to perform about the same.
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PostSubject: Re: The Home of JT's Ideas   The Home of JT's Ideas - Page 3 Icon_minitimeSun Nov 14, 2010 9:59 pm

Anime-Junkie wrote:
Well anyway, talking about the content of the idea itself, I noticed you mentioned MUST.

Quote :
The Adventurer's Guild is most concerned with organizations they feel are detrimental to adventurers. They have campaigned resolutely against organizations like MUST when they feel there are dangerously inferior goods.

Now MUST isn't that well developed at the moment (My fault, I need to finished writing up the idea and post it), but their equipment is not sub par. It works fine. If they made crap, they'd get crap. Their equipment often isn't the best out there but it's still good and reliable. Their goods set the standard by which others are measured. If you buy a whole lot of something made by MUST, it's all going to perform about the same.

Oh, yes. The Adventurer's Guild is just very snobbish when it comes to all things Adventuring. They want people to buy their superior (and much, much more expensive) goods.
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PostSubject: Re: The Home of JT's Ideas   The Home of JT's Ideas - Page 3 Icon_minitimeMon Nov 15, 2010 2:33 am

Jætte_Troll wrote:


The Negav Catacombs

On Felarya, death from natural causes is rare. Outside of Negav, death usually comes in the form of being eaten and the wilderness leaves little remains. But in Negav, there are those who die of accidents, murder, suicide or execution. Some, especially Othemites, burn the bodies of the deceased. Many more wish to respect and maintain the remains. However, in Negav there is simply no room for cemeteries.

Thus, over many years, an ossuary was built slowly in one section of the Negav Underground. Here, the bones of the deceased are laid to rest. Over time it has become quite extensive, with corridors upon corridors lined with recesses filled with bones forming this area. The Catacombs are actually intentionally designed to be confusing - only the sanctioned Keepers know the ways around. This is to confound potential grave robbers, although the more superstitious say it is to confuse wandering spirits. Though the undead are almost never a threat on Felarya, the Catacombs are still a rather eerie place. Only the Keepers, special guardians, regularly patrol these quiet halls. One interesting custom they have is leaving lanterns and candles around, trying to keep the Catacombs generally well lit. This seems a silly thing to do for areas no one is in... but the Keepers are adamant about doing this. They seem to fear what would happen if darkness began to spread, though they will not say why....


I really like this one.

The fact that the Catacombs aren't going to be filled with generic undead enemies (skeletons/zombies/etc.) makes it that much more erie. I wonder what would happen if they turned off the lights...
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PostSubject: Re: The Home of JT's Ideas   The Home of JT's Ideas - Page 3 Icon_minitimeTue Nov 16, 2010 5:14 am

some more very interesting idea here ! Razz

I'm starting to think we need a map of Negav. Something to divide the city into districts, with maybe a page for each of them ^^
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PostSubject: Re: The Home of JT's Ideas   The Home of JT's Ideas - Page 3 Icon_minitimeTue Nov 16, 2010 11:40 pm

Karbo wrote:
some more very interesting idea here ! Razz

I'm starting to think we need a map of Negav. Something to divide the city into districts, with maybe a page for each of them ^^

Hmmm, I was actually just pondering the same idea. I'm not much of an artist, however.
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PostSubject: Re: The Home of JT's Ideas   The Home of JT's Ideas - Page 3 Icon_minitimeWed Nov 17, 2010 12:21 am

A map of Negav would have to have several "layers" - like a map for each different levels. It'd be the only way to show Negav short of a 3D hologram.
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PostSubject: Re: The Home of JT's Ideas   The Home of JT's Ideas - Page 3 Icon_minitimeWed Nov 17, 2010 3:52 am

EdgedWeapon wrote:
It'd be the only way to show Negav short of a 3D hologram.
Quote :
3D hologram
Quote :
3D
Some of us have 3D modelling programs...
It'd take ages to model Negav though.
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PostSubject: Re: The Home of JT's Ideas   The Home of JT's Ideas - Page 3 Icon_minitimeWed Nov 17, 2010 9:58 am

I think just a city map and then a map of the Underground areas would be an okay start.


EDIT: And here is moar.

Nazar Asylum

In Felarya, there is pretty much no need for Hospitals. There is no disease and by the time that a patient is brought to a hospital with wounds, they have either died or already started the healing process. However, there are many other issues that the citizens of Felarya have to deal with. A study done by MURCOWIH lists Felarya as one of the worlds with the largest amount people suffering mental disorders brought on by stress and trauma. The Nazar Asylum was built to give support to these people. It uses a mixture of scientific knowledge and experimental magic to cure its patients. Many of these patients are "cured", or at least have an improvement in their conditions. Some react badly to the magic and may have to stay here indefinitely. The other situation that the Asylum deals with is curses. In a land as rich in Magic as Felarya, curses are a serious problem. They also have the irritating trait of being more easy to cast than reverse. The Curse Ward of Nazar Asylum is a bizarre place, with only the bravest, (or more usually eccentric) doctors work with the unfortunate people who end up here.


The Motamo Docks

The Motamo Docks exist outside of Negav, to the Northeast of the city. It is essentially a smaller community, existing on the shores of the Motamo river. There is not much trade or travel on the river, but what little exists is handled here. This small village is also known as something of a satellite community, like Nekomura. Smaller less humanoid species, like small dridders, nagas and other species, occasionally attempt to move towards civilization, or seek protection from the big predators that prey on them. However, there are laws in place barring these races from entering Negav, as Negavians do not always trust these jungle people - smaller nagas and dridders can still be dangerous, even if they appear to be able to pass through the anti-predatory field of the Isolon Eye. Thus, these races turned away started to congregate beside the Motamo River, close enough to Negav to benefit from the Isolon Eye, but not within the walls where they could perturb the rest of the populace. Some resent this rejection, others are happy to be able to live with protection while still retaining some of their traditions.


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PostSubject: Re: The Home of JT's Ideas   The Home of JT's Ideas - Page 3 Icon_minitimeWed Nov 17, 2010 3:26 pm

I can see the Asylum place now, like somewhere out of a horror movie. A small, twitchy man in a straight jacket is being led down an off-white corridor with blinking fluroescent lights. The tiles beneath his bear feet are grimy and the muscular nurse leading him hasn't said a word to him since he was diagnosed. A single bloodcurdling scream breaks the awful silence before it fades. The patient jumps but the nurse doesn't so much as flinch. At last they reach a cream-coloured steel door with a slot set at waist height. The nurse smiles grimly beneath her mask. "Welcome to your accomodation." she says, tearing the heavy door open with one hand and throwing the man in with another. "I hope you enjoy your stay." she laughs cruelly, and slams the door shut.

And about the dock thing, is it only nagas, dridders and pantaurs, or are there humans and nekos there too? And how much "OMNOMNOMNOM" goes on there (both same-size and the regular kind)?
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PostSubject: Re: The Home of JT's Ideas   The Home of JT's Ideas - Page 3 Icon_minitimeWed Nov 17, 2010 4:29 pm

EdgedWeapon wrote:
I can see the Asylum place now, like somewhere out of a horror movie. A small, twitchy man in a straight jacket is being led down an off-white corridor with blinking fluroescent lights. The tiles beneath his bear feet are grimy and the muscular nurse leading him hasn't said a word to him since he was diagnosed. A single bloodcurdling scream breaks the awful silence before it fades. The patient jumps but the nurse doesn't so much as flinch. At last they reach a cream-coloured steel door with a slot set at waist height. The nurse smiles grimly beneath her mask. "Welcome to your accomodation." she says, tearing the heavy door open with one hand and throwing the man in with another. "I hope you enjoy your stay." she laughs cruelly, and slams the door shut.

And about the dock thing, is it only nagas, dridders and pantaurs, or are there humans and nekos there too? And how much "OMNOMNOMNOM" goes on there (both same-size and the regular kind)?

As for the docks, its not like humans and nekos are not allowed to live there - but most do not live there by choice, unless there are other reasons. I imagine the Negavians keep a very close tab on the place - any vore of the same size variety would be harshly punished. As for eating tinies... it would be frowned upon to show predatory instincts like that, but nekos in Negav do that - I don't think nagas just outside would let much deter them from that.

Essentially, the docks are a compromise, most appealing to nagas and dridderes with little predatory instinct. They get protection from larger species in return for less live food. Many would probably not make the choice. Some do, so they end up here, safe but not actually within Negav.

I've also been thinking about how Negav is divided. How's this for a rough ideas?

The General Areas of Negav (Not specific districts.)

Lower Tier - The lower tier of Negav is the one closest to the walls. It thus has many buildings and constructions designed for defense. Police and military buildings are also found here. Besides this, it has the largest amount of inns and many taverns and is the part of Negav where adventurers usually meet and congregate. (There are also many shops here designed to capitalize on said adventurers). Some say that the number of adventurers here often surpasses the number of actual Negav citizens. The citizens who do live here rely on adventurers and explorers for their livelihood.

Middle Tier - Slightly higher than the lower tier, the Middle Tier is where the majority of actual Negevians live. The market, banks, temples and most other such public buildings can be found in this tier, as well as many residential buildings. This is also where the public squares and parks can be located.

HIgher Tier - The Higher Tier is smaller than the other two, though significantly elevated, having been built on a hill in the centre of Negav. This is where the Magiocrats and Vishmitals have their headquarters and hold consul. IT is also where the mansions of the very wealthy and influential Negavians are. At it's centre is the Isolon Eye, around which are the administrative buildings of the Magiocrats.

Underground - The "other" area of Negav. This includes houses for some of the more lower class citizens, as well as cheaper markets and shops. Those too poor to even afford an underground house live in the Pit, the slum of Negav. Lots of the functions of Negav, like handling of the dead, sewage and water, electricity, magical leylines etc. are managed in facilities in the underground.


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PostSubject: Re: The Home of JT's Ideas   The Home of JT's Ideas - Page 3 Icon_minitimeWed Nov 17, 2010 4:40 pm

Actually, an hospital would be good for maternity, surgeries (you heal, but don't regenerate), check-ups for over/underweight or certain things like that, some medicines to help genetic diseases (those you are born with, since the soil doesn't cure them), and probably a lot of recommendation as to keep a person in good shape.
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PostSubject: Re: The Home of JT's Ideas   The Home of JT's Ideas - Page 3 Icon_minitimeMon Nov 22, 2010 1:51 pm

Hmm... I had a strange dream and this popped out...

The Elven Pantheon

The Elves of Felarya, despite the increasing dominance of humans (not a recent trend either - since before Ur-Sagol humans have had the upper hand) have always been very strict and protective of their culture. The elves tend, from tribe to tribe, to worship the same five deities. Though precise details and names change, the concepts rarely do.

The Hunter

Generally portrayed as a young, handsome and fit elf male, carrying a bow, almost always with some sorts of animals companions. The Hunter is a multi-faceted god - he represents both skill at hunting at skill at avoiding being hunted. He represents the connection of the Elves to their homelands. He is connected to the elements of wood and earth and the colours of silver and green.

The Sorceress

The Sorceress is portrayed as a calm, focused young elf mage, dressed in violet robes and clutching a scroll. She represents Magic as the birthright of Elves and the cultural manipulation and construction of Magic. She also represents study and learning, among magic and other disciplines. She represents logic and calculation. She is tied to the elements of ice and water and the colours of purple and the whiteness of snow.

The Witch

The Witch is portrayed as a wild elf mage, dressed in wicked looking gleaming armour. She represented magic as an uncontrollable and powerful force. She is also the Elven goddess of war and soldiers and of chaos. She is the anti-thesis of the ordered Sorceress. She is tied to the elements of metal and fire and to the colours of crimson blood and chrome.

The Queen

The Queen is portrayed as an elf in a beautiful dress or gown. She is seen as a representative of the majesty of Elven culture and customs and of their nobility. She presides over the arts and the more cultural parts of Elven civilization. She is also seen as a mother figure and a protector of children. She is tied to the element of air and to the jewels of sapphire, ruby, amethyst and diamond.

The Judge

Portrayed as an older elf, clad in a cloak of black, strewn with twinkling stars. The Judge is stern and without emotion. He represents Death to the Elves as well as the oldest laws. He is the unforgiving nature of Felarya and determines fate and destiny. He exists in the nothingness beyond Felarya and watches and makes judgement. He is represented in the starry robes worn by many Elven elders.
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Archmage_Bael
Mara's snack
Archmage_Bael


Posts : 4158
Join date : 2009-05-05
Age : 35
Location : Shatterock Caldera

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PostSubject: Re: The Home of JT's Ideas   The Home of JT's Ideas - Page 3 Icon_minitimeMon Nov 22, 2010 7:13 pm

okay, give the time it would take, i mean, i've always wanted to rig up a 3D model of Negav. Always, and I'll probably start on it next semester, maybe after im done with some of my current models. I have a pretty long list, but once I get my computer (hopefully in january) I'll start on a model at home, though even if i spend all day on it every day it'll probably take a month, and i wont have that kind of time, which would spread it out really long.

Also, all i've ever really seen is the front of negav, if anyone is to attempt it we'd need more than just that one or two pictures.

keep in mind im not saying i'll get to it in january, i dont have a clue when i will begin on it. I just want people to know that I will inevitably make a model of it. It will probably just take several long months of solid rendering. Also, I'm not at the level of the professionals yet and neither I think are any of us, so if anyone including myself tries this, we shouldn't be picky.

Of course, someone could make a top down map of it on photoshop instead of making a whole model. That would be quicker by like...years. XDD
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Jasconius
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Survivor
Jasconius


Posts : 810
Join date : 2010-05-02
Location : Pit of Tartarus

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PostSubject: Re: The Home of JT's Ideas   The Home of JT's Ideas - Page 3 Icon_minitimeMon Nov 22, 2010 8:49 pm

Archmage_Bael wrote:
okay, give the time it would take, i mean, i've always wanted to rig up a 3D model of Negav. Always, and I'll probably start on it next semester, maybe after im done with some of my current models. I have a pretty long list, but once I get my computer (hopefully in january) I'll start on a model at home, though even if i spend all day on it every day it'll probably take a month, and i wont have that kind of time, which would spread it out really long.

Also, all i've ever really seen is the front of negav, if anyone is to attempt it we'd need more than just that one or two pictures.

keep in mind im not saying i'll get to it in january, i dont have a clue when i will begin on it. I just want people to know that I will inevitably make a model of it. It will probably just take several long months of solid rendering. Also, I'm not at the level of the professionals yet and neither I think are any of us, so if anyone including myself tries this, we shouldn't be picky.

Of course, someone could make a top down map of it on photoshop instead of making a whole model. That would be quicker by like...years. XDD

Well the closest I could think of a top down map would be within the Felarya map itself. If one zooms in they can get a basic idea of the building layout (at least for the larger buildings) of Negav, though you would probably want a better detailed image. Karbo would probably be the best bet for that.
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Archmage_Bael
Mara's snack
Archmage_Bael


Posts : 4158
Join date : 2009-05-05
Age : 35
Location : Shatterock Caldera

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PostSubject: Re: The Home of JT's Ideas   The Home of JT's Ideas - Page 3 Icon_minitimeMon Nov 22, 2010 10:35 pm

yeah, though I dont think a top down map of felarya is too important. it'll get done when it needs to.
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Karbo
Evil admin
Evil admin
Karbo


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PostSubject: Re: The Home of JT's Ideas   The Home of JT's Ideas - Page 3 Icon_minitimeTue Nov 23, 2010 2:53 am

I'm really looking forward to that Razz


Jaette Troll : I think there is some very solid ideas there !

The motamo dock looks obvious, I just imagine something like that would exist Smile
I also like that division of Negav. I think I will create different pages to make the current one less clunky.
As for the elven pantheon, I like how you linked them to elemetns, ideas and colors.
I'm just curious if you imagined it from scratch or if you used some element of existing mythology for it ? ^^
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PostSubject: Re: The Home of JT's Ideas   The Home of JT's Ideas - Page 3 Icon_minitime

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