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 GALFAM MURCOWIBH

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Stabs
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PostSubject: GALFAM MURCOWIBH   GALFAM MURCOWIBH Icon_minitimeFri Jun 18, 2010 9:46 am

Just decided to start fleshing out the students in F.O.O.D. and realized something, I'm going to need some worlds out there. Felarya couldn't possibly be self-sufficient in human resources with that much vore in our stories. Besides, I can't make one world for every character... it doesn't feel right that there are more worlds than characters, not even in Felarya.

Also, it'll give us an alternative to building settings from the ground up, or from having to use franchised publications as sources for things just because we're too lazy to make things up. I promise, if someone can give everyone a world where we can all import super-soldiers from, advanced cybernetics, or, at the very least, toilet paper, I'll take the bullet and write up a world where animal training/raising/breeding is the new nuke so that you don't have to. I really need and I really can't make a world where a guy whose faith is in artillery would come from... does anyone have a world they aren't using anymore? Or a world they wouldn't mind sharing?

So let's flesh out another one of Karbo's sidetracked ideas he probably made only as a joke and never expected to be bothered with again, and man the GALFAM MURCOWIBH (Multi-Universal Research Center On Worlds Inhabited By Humans) ourselves.

(If he doesn't mind. Maybe he meant to do something with it himself, sorry if that was the case.)

=======

So there we go. This is my world sheet, if anyone has a suggestion for it, the sooner the better.

World's Official Name
Most Common Sentient Races: Humans, Elves, Nekos, Giant Nagas, Dolphins, Bears, etc.
Danger Trend: The danger level in most of the world. Cities don't count, nor does the bottom of the sea, the inside of a volcano, or any specific place. (It's 7 for Felarya. Exert common sense.)

Brief Overview: You know, Felarya's full of riches and vore, but its preds are what's most iconic about it. Try to convey the world in a paragraph, you're its maker, you can do it.

Physical Description: Because we'd love to hear about it. Is it a planet? If so, axial tilt, size, gravity, atmosphere composition? Or maybe an endless plain, or a cylinder rolled up on itself, or an endless pile of islands inside an air nebula, or maybe just asteroids full of people who can breathe in space? Are they all inside a large glass dome resting in a ring, which itself lies in God's hand? Was it created in a Big Bang? Do all physical laws line up?

Local Standard-Issue Politically Correct Character: Note here how to avoid pissing off everyone and their mothers, unless everyone's supposed to piss everyone off, most people are expected to act. Also note what most people think, if the way they act and the way they think don't line up well, what hypocrisy is the most obvious to everyone. If possible, let's get deterministic, tell us what kind of personalities are most commonly bred here, and whether people believe in Love, if the Force is considered life in motion or midichlorian eye rays... you'll know.

History: Because we'll need some. Don't make a textbook, just a couple things to know.

Connections: Here, you should tell us everything we need to know about how it connects to other worlds. What do you mean it doesn't connect? Of course it does, else what's it doing here with Felarya? Does it connect on its own, or does it take action to connect it? Does it need others to connect it from the outside, or can it be connected from the inside too? Is there anyone inside who uses connections regularly to visit other worlds? Do they visit those worlds to trade, to conquer, to study, or just to relax? Is Felarya one of their usual destinations? Voluntarily? Are they even aware of its existence?

Physically Present Forces: Technology, Magic, Psionics, The Force, Divinity, Fates, True Love and Dreams (If you think love doesn't exist, shut up), Whatever Floats Your Boat.

Possibilities: If there's something you want to say about the way those forces above function, this is where you should do so. Maybe magic is stronger but can't revive the dead, but true love can. Maybe clonation can build a body from a hair in hours, or a music box is already a novelty. Maybe psychic power can blow up planets, or maybe it can't even give someone a headache. Maybe The Force can be used only by devices. Maybe Boats Don't Float.

Other: Whatever else you'll want to add. And you will, trust me, you will. If you really want to ramble on about animals or cities or plants or how there seems to be an impossible standard set for feminine beauty expectations, here's where.

Author's notes: And here, the stuff only people meaning to use the world should know, and not characters within it. Such as "I don't think about that and neither should you", "this place is built around a vore, nudity and yuri fetish", or "No one masturbates in the DC universe".
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PostSubject: Re: GALFAM MURCOWIBH   GALFAM MURCOWIBH Icon_minitimeFri Jun 25, 2010 1:14 am

I have no problem with that of course Smile

And creating worlds like that is a fun exercice ^_^
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PostSubject: Re: GALFAM MURCOWIBH   GALFAM MURCOWIBH Icon_minitimeFri Jun 25, 2010 8:17 am

For my stories with my characters and the Jewel Dridders I plan on most of the prologue occurring in my own world that I've been developing since I can first remember having an imagination. My idea of a world is more like a multiverse in and of itself though, I've been embracing the idea of multiple dimensia for quite a while with the inclusion of time space manipulations. Additionally, I focus a great deal on the beliefs behind Clarke's Third Law for technobabble and magiks, with strong ties to the concept of the VAIA from Infinite Ryvius and the idea of dimensia interacting in a physical means (the Jurian Royal Tree ships, best example during GXP with the Devil Princess' ship, and the Matrix (you didn't think the movies were the first use of that name, did you?) from the Northworld Trilogy), and the self-creation of species from a common stock. If that seems confusing right now, don't worry, I promise it'll make more sense once I've written a few stories. Still trying to brainstorm why my characters would want to leave their own and travel to Felarya but I think I have it mostly fleshed out now, just working on details.



I don't want to introduce it all at once though, ruin some of the backstory otherwise. I don't mind at all other people using it though, so once I have some things written down you can decide whether or not you want to use it.



One suggestion for your world sheet would be location of the worlds. Not just their physical location, but their time displacement and ethereal location. Multiple dimensia is an integral part of Felarya, and I could easily see a setting like from the book "Under Alien Stars". One thing I've yet to see incorporated however is time - for example, multiple people could come from the same world roughly at the same time in Felarya (say a few days or weeks apart from the other) and be millennia apart from one another in timeframe as Felarya connected with their world in two separate alternate realities based on the same common reality but with variable instances of time, so whereas one character would know their world with this name and this level of technology, another character from the exact same world but another time instance propagated by an alternate reality of the prime world might not be able to identify with the other character that they are in fact from the same place.
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PostSubject: Re: GALFAM MURCOWIBH   GALFAM MURCOWIBH Icon_minitimeFri Jun 25, 2010 8:51 am

aethernavale wrote:
For my stories with my characters and the Jewel Dridders I plan on most of the prologue occurring in my own world that I've been developing since I can first remember having an imagination. My idea of a world is more like a multiverse in and of itself though, I've been embracing the idea of multiple dimensia for quite a while with the inclusion of time space manipulations. Additionally, I focus a great deal on the beliefs behind Clarke's Third Law for technobabble and magiks, with strong ties to the concept of the VAIA from Infinite Ryvius and the idea of dimensia interacting in a physical means (the Jurian Royal Tree ships, best example during GXP with the Devil Princess' ship, and the Matrix (you didn't think the movies were the first use of that name, did you?) from the Northworld Trilogy), and the self-creation of species from a common stock. If that seems confusing right now, don't worry, I promise it'll make more sense once I've written a few stories. Still trying to brainstorm why my characters would want to leave their own and travel to Felarya but I think I have it mostly fleshed out now, just working on details.

I don't want to introduce it all at once though, ruin some of the backstory otherwise. I don't mind at all other people using it though, so once I have some things written down you can decide whether or not you want to use it.
Looks like you've had a lot more manga, anime, and TV (and books, of course) than I've had. I'll be glad to hear more about it, when you're ready to share it.

aethernavale wrote:
One suggestion for your world sheet would be location of the worlds. Not just their physical location, but their time displacement and ethereal location. Multiple dimensia is an integral part of Felarya, and I could easily see a setting like from the book "Under Alien Stars". One thing I've yet to see incorporated however is time - for example, multiple people could come from the same world roughly at the same time in Felarya (say a few days or weeks apart from the other) and be millennia apart from one another in timeframe as Felarya connected with their world in two separate alternate realities based on the same common reality but with variable instances of time, so whereas one character would know their world with this name and this level of technology, another character from the exact same world but another time instance propagated by an alternate reality of the prime world might not be able to identify with the other character that they are in fact from the same place.
That's a wonderful idea, I'd been thinking about something like that, too. I've got two characters, Locust and Marcel, who met together despite a 24 years gap (one is from 1978 and the other one's from 2002), then they meet several girls from 2007 only two years later. Never made it explicit, though... so you actually beat me to it. Also, since there's Akaptor desert, it would make sense too that not ALL of the time-bleeped shit happens there.

However, how do we quantify and qualify time displacement? Because writing it in terms of mu and sigma (Expectancy or average, and variance, for those of you who don't know statistics) wouldn't be very useful. People are going to bring people from the time frame of their picking. And I have no idea what ethereal location is...
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PostSubject: Re: GALFAM MURCOWIBH   GALFAM MURCOWIBH Icon_minitimeFri Jun 25, 2010 9:11 am

An interesting idea.


In one of my eternally unfinished works I have imagined a moderate sized trading network called "The Great Highway". It is a collection of places that form a trading route, all connected to their neighbors by a particular type of portal (A Milson's Gem Portal, a type that you can "tune" by adding or moving gems on its control panel). Much to their great annoyance, "branches" of Felarya "entangle" the area of "portal-space" they are in, meaning that often, when they open new portals, the portals connect to somewhere on Felarya. (The main characters of this unfinished work are supposed to be portal explorers, exploring the areas any new portals connect to to make sure they are safe (IE: not in Felarya).) Because of this connection to Felarya, from time to time portal explorers are lost (eaten), as are some of the traders that use Felarya as a shortcut (because it really is a shortcut.)

I've only fleshed out one particular place on "The Great Highway"; the main character's home base, a "city in a cave" called Char'nos. For all intents and purposes it is its own world, so I figured I'd fill out your form with it. If you feel that it doesn't fit, just let me know and I'll remove it (or you can get a mod to remove it, if I am not around).




World's Official Name: Char'Nos
Most Common Sentient Races: Humans with a sprinkling of humanoids make up most of the permanent residents; human and humanoid traders often pass through.

Danger Trend: Probably a one or a two. Ruled by a powerful wizard (and a town council for most mundane affairs) and with a decent town guard, probably the worst thing that could (easily) happen to you is getting mugged in the port area.

Brief Overview: An ancient trading city on an island in a huge cave; Char'nos is a port city at heart. Ships travel to it though permanently activated portals from all over the planet... and some from places elsewhere. Near the docks it also has a “portal plaza”, a collection of many portals that also connect to places all over the world, and beyond. Most technology here is no more than what you would find in the middle ages, with a few exceptions. Magic is known here and used by some, but not to an overwhelming degree. It has a sense of age to it; it is an old city, and has seen much.

Physical Description: Char'nos rests in the middle of a giant irregular rocky cave over a mile in diameter. The walls of the cave have many portals on them at sea level, as do a few of the smaller islands, allowing ships from many places to bring goods. Above the portals, especially at the “east” side of the cavern, are rooms, houses, and even whole neighborhoods carved into the rock. In the ceiling of the cave are three massive holes that open up on to a tropical sky. The weather is mostly agreeable, as the winds of storms simply pass over the cavern instead of flowing into it. The rain, on the other hand, does not, and it can get rather soggy. Occasionally foul weather can come in from one of the portals, but the relative sizes involved generally limit the effect. The average temperature is warm-temperate, because the heat of the tropical sun mixes with the cool of the ocean water, some of which comes from near-polar regions. The air is generally quite humid.

The city Char'nos proper sits on a large rocky island that fills most of the the cavern, covering it completely. It has a small hill in the middle, and other than a moderate park that stretches across the width of the island, the entire island is a city dedicated to trade. A small stream is the only flowing water on the island, and it flows from the top of the main hill, down along the length of the park, and into a small delta at the sea's edge. A “highway” runs the entire length of the island, passes through the park, and crosses a bridge, burrowing into the cavern walls and connecting to warehouses and housing areas. The “east” half of the island is all ports, portals, and things related to fixing and maintaining ships. The middle quarter of the island is the commercial sector and the park, providing food and lodging to sailors, merchants, and other travelers. The “west” quarter of the island, on the other side of the park, is mostly residential in nature, generally fairly crowded, housing those who work in the shops and port facilities and either prefer to live close to the park, or are too poor to live in the cavern walls.

Local Standard-Issue Politically Correct Character: There are two major keys to avoid pissing everyone in Char'nos off; don't be a slaver, and have good money. Salvers are not welcome in any of the places on the Great Highway; and in fact it is forbidden to connect a portal to a place whose government accepts or supports slavery (being a slaver is an exiling offense; don't even bother showing up). If your money is good (and they take all sorts of money), most everything else will be ignored. Don't trash their park though; it's only green space that is their's and is within easy walking distance (to reach the tropical climate that shows through the cavern's ceiling requires a murderous hike up a long, sloping path.), and they are rather fond of it.

The people of Char'nos are generally pleasant, although not always friendly. Their city has always been there, and always will be, this fact has given them a particular mindset. For the most part they just want to do their jobs and be left alone; there is a reason the ports are separated from the residential sections by both a park and distance. If an outsider shows up in the residential section without good reason, they will get “the cold shoulder”. From time to time they will get curious about the outside world(s), and in that case they'll travel to one of the various bars or inn in the port section and listen to traveler's speak of far away places. Some like hearing these tales enough that they work in those bars and inns. They know of magic, but few are skilled to use it much. Most of the native born ones are industrious; living in a city where there are always new arrivals to be fed and quartered generally instills that virtue in immigrants as well. Their belief's are very wide and varied, as they have had exposure to countless numbers of them. That same exposure has also instilled a sense of community; a bar fight between two foreigners would be essentially ignored by the residential populace, but if it involved a native or natives, well that would create some discussion.


History: Char'nos is ancient. Discovered several millenia ago by the mage Char'nos, it became a major trading city because of the ease with which portals to different locations could be created. It has always had a port section, always had a residential section, and has always had a park section, which has always had a stream flowing through that particular channel. Over the years the number of houses and storage areas in the cavern walls has steadily increased. At various times it has been threatened by armies and violence, but the ability to shut off the portals connecting to the offenders and blacklist them, along with at least one powerful resident wizard, means that these threats have always come to naught.

Connections: Char'nos has many, many portals in it, and almost all of them are permanently connected to another location; indeed in many cases it would take serious magical work to re-target them. Of the ones that are not permanently connected, most of the remaining have a hard-coded list of portals that they can connect to or be connected to from, all guaranteed to be in safe areas. Of those that are not permanently connected and that do not have a hard-coded list of connections, all exist in what can only be described as bunker, inside of rooms that are heavily fortified and guarded. Each of these portals can connect to and be connected to from an almost infinite number of locations and portal types, and they exist for the sole purpose of finding new portal routes for trade and exploration purposes. It is the job of portal exploration teams to explore these new locations and report on their dangers and resources. This is a more dangerous job than it would first seem, because “branches” of Felarya fill the “portal space” around Char'nos, meaning that often portals will connect to “that Green Hell”. On occasion a portal exploration team will not instantly realize that they have wandered into Felarya, and become fatalities.

It is possible for a trader, if they are willing to hold the city of Char'nos completely blameless (if they survive) to be allowed to pass through a portal and onto Felarya. It is a risky choice, but Felarya is often a shortcut to other places, and if the cargo is worth enough, time-limited enough, or the trader stupid enough, they just might do it.

Physically Present Forces: Standard physics (momentum, energy, etc.). Various types of magic are present, though by far the most common one is a fairly low powered one with limited abilities. Technology is generally present at the medieval level, with some exceptions (like printing presses, which they have and use). Outsiders often higher technology levels (steam power boats and the like), but most locations on “The Great Highway” have a fairly similar technology level; even the most advanced have no native technology more complex than the electric light-bulb and primitive radios.

Possibilities: The magic here is weak, limited in its “default commands”, but has almost unlimited potential (there is no “atomic” command called “Fireball”, for example; fireballs are made by making heating, gathering it up, and then moving it. It is fairly involved to do that, but a mage that knows how to make a fireball can probably make an iceball, a lightning ball, a ball of light, a ball of sound, a ball of force, etc. or any of the things that makes up any of those things), but if you had magic to burn and were very clever, you might be able to create some pretty amazing devices... with serious restrictions, but amazing never the less. For example, if you were an epic level mage (very rare; essentially only the ruling wizard qualifies) with decades of study into life and life force, you might be able to create a necklace that brings back the dead... assuming that you built it before said person died, and assuming you made it specifically for that person, and assuming it has enough magical energy to do so, and assuming it had enough raw material to repair the dead body or generate a new one, and assuming that they were wearing it when they died, and assuming that you were willing and able to spend the weeks or months it took to build it; although at least you probably wouldn't need to rebuild it if it got used.

To counter the relative weakness of their magic, mages of Char'nos tend to be more subtle and plan on longer timescales: instead of blasting an enemy with a fireball, they might nudge an already broken branch down instead. They might use their magic to carry their voice a distance and talk to a potential danger from a location of safety. Instead of creating a shield through which no arrow could penetrate, they might just nudge the arrow(s) enough to ensure they missed, or hit something unimportant (like a spell-book, which is more a listing of magical tricks and notes that are useful to know than a limiter on what the mage can do; a trained mage without their spell-book is just as dangerous as with.)


Other: The water level in the single stream never seems to vary, regardless of the season. Doubtlessly magic of some sort is involved. While most of the island is made of rocky soil and poor dirt, the soil in the park tends to be less rocky and very fertile; though that fertility fades if it is removed from the park. Probably yet more magic. Outsider's have, on rare occasions, heard of “The Lady Of The Park”, but can find out no more information than that. Also, a wide variety of animals and plants can be found here, brought in from many different areas, including Felarya. Compasses don't work in Char'nos, nor do things that rely on a geo-magnetic field, as there isn't one here. There is a geo-magnetic field if you travel to the tropical surface though.


Author's notes: The ruling wizard generally leaves the mundane affairs of the port to the town council, being far more concerned with the conditions of the exploratory and regular portals, and making sure that nasty things (demons, Elder Gods, Gladdos) don't come through those. The wizard(s) aren't much on grating favors or rewards unless it is in their direct self-interest (not money though; what need have they of that?) to do so, or perhaps if it will help them with maintaining and protecting their portals. If some creature did eat another here it would be treated exactly like murder, like in every other sane place in the universe. Clothing standards are decently modest among the natives; outlanders can get away with just about everything, though it would cost more if they were naked (because of lost customers). I haven't decided if there are brothels in the city; I know there is at least one bar, and probably lots of them. The wizard(s) lives very close to where the exploratory portals are, so that they can respond almost instantly if something goes horribly wrong. Also because of this, they are also very, very powerful; they could probably battle a demon-lord or even demon-king to a stand-still for the dozen seconds it would take for a portal to close if push came to shove, though they might die of exhaustion afterward. Obviously, beings of this power are not meant to be characters as much as they are supposed to be features.

This place kinda only exists because I needed an interesting place for my characters to have as a home base; I don't think much will change (assuming I ever complete my project(s)), but I can't guarantee that.



(Man, I like to type a lot, that much is certain.)
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PostSubject: Re: GALFAM MURCOWIBH   GALFAM MURCOWIBH Icon_minitimeFri Jun 25, 2010 10:09 pm

Stabs wrote:
That's a wonderful idea, I'd been thinking about something like that, too. I've got two characters, Locust and Marcel, who met together despite a 24 years gap (one is from 1978 and the other one's from 2002), then they meet several girls from 2007 only two years later. Never made it explicit, though... so you actually beat me to it. Also, since there's Akaptor desert, it would make sense too that not ALL of the time-bleeped shit happens there.

However, how do we quantify and qualify time displacement? Because writing it in terms of mu and sigma (Expectancy or average, and variance, for those of you who don't know statistics) wouldn't be very useful. People are going to bring people from the time frame of their picking. And I have no idea what ethereal location is...


Well, here is where time gets you. According to Hawking, you can't travel backwards in time, only forwards, and even then only in small amounts. The paradoxes involved in traveling back in time prevent it from ever occurring. Subatomic particles however have been reported to make relativistic sized forward time leaps, though this could just be a factor of the observer effect (where particles at speed in varied mediums are shown in a time frame of reference that appears slower or faster to the observer). In order to get around this, you need to adopt the multiverse principle. Say you have one world, and this one world has infinite possibilities regarding the outcome of an event. In this example, a person could choose door #1, then go back in time via an alternate dimension where none of the doors had yet been chosen. However, in this alternate reality, they would not exist as an entity, thereby preventing the paradox. While you could theoretically use this to its effect infinitely, because each choice leads to an infinite number of choices, eventually your choice to go back in time will result in you travelling to a completely separate universe that, while entangled with the world you are from, the world itself is so different that the past history that is 'truth' for this world would be unknown to you. Additionally, you would never be able to return to the universe you originated from, or any other dimensia you also returned to, as this would then initiate the paradox preventing it from occurring.


In this way, two people from the same world could come from variable points of time at around the same time to a third dimension, with neither knowing that they are from the same place because for the one person that is from the 'future' of their world, the 'past' of this person may not coincide with what the person from the relative 'past' would consider their 'present' frame of reference, as the truths of one alternate world could very well be completely opposite in another reality. Since we are not dealing with the true concept of time here, this is where ethereal location comes into play. The ethereal location is basically a reference to which dimension in the infinitesimal alternate dimensions one originates from that differentiates spacetime locations without time travel.



All of this is extreme abstract thinking though, and is mere extrapolation of current theoretical concepts. When you start talking about time, noone really agrees on how it all plays together. Obviously we are not visited by persons from the future, or as Hawking says we could invite people of the future to attend parties in the past simply by use of time capsules. Yet we know that time is a realistic and relativistic quantity that can be measured and as such can be manipulated and is manipulated as a means of prevention for breaking the universe's own rules (see time dilation at light speed for a better explanation).
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PostSubject: Re: GALFAM MURCOWIBH   GALFAM MURCOWIBH Icon_minitimeSun Jul 04, 2010 9:01 am

Oldman40k2003 wrote:

I've only fleshed out one particular place on "The Great Highway"; the main character's home base, a "city in a cave" called Char'nos.

Wow superb work on this ! Not only it's well thought off but greatly described as well ^_^
I found myself imagining in my mind what the place could look like while reading it.
You have a great imagination Wink
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PostSubject: Re: GALFAM MURCOWIBH   GALFAM MURCOWIBH Icon_minitimeThu Jul 08, 2010 7:53 pm

Karbo wrote:
Wow superb work on this ! Not only it's well thought off but greatly described as well ^_^
I found myself imagining in my mind what the place could look like while reading it.
You have a great imagination Wink

Thank you, and I am glad that someone else other than me could see it in their mind.
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PostSubject: Re: GALFAM MURCOWIBH   GALFAM MURCOWIBH Icon_minitimeWed Feb 02, 2011 3:36 pm

Thank you so much for puuting this up, now i can finallly get it right with endor and soon the Endorians, Thank you agian for giving us this guide. cheers
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PostSubject: Data on Endor   GALFAM MURCOWIBH Icon_minitimeThu Feb 03, 2011 5:08 pm

World's Official Name: Endor
Most Common Sentient Races: Endorians, Nagas, RadioNagas, lava Elementals, lavarians
Danger Trend: Ten, under a unified communist rule, Unexploded bombs, Worst thing that could easliy happen to you is getting eatten by preds or wildlife.

Brief Overview: An ancient planet that has weathered to the test of time. A once thriving planet of travel trade commerence and home world of the Endorian people. Widely known for its large deposists of Titanium, Tungston, Uranium, Nickle, Iron, and a assortment of perious metals and stones, and lare abundance of Military grade Materials. The world has a assortment of Portals scattered through out its surface. Magic is known to be concentrated in Crystals in the sub-surface. Its surface is moderatly to highly Irradiated.Most technology is typicaly what you would find in the 22nd century though blended with Themes of the 40's 50's amd 60's. The Older cities have a sense of gradure to them.
Physical Description: Endor is the Second Planet in The system Episolon Endora A and B. Its diameter is 31905.5 km ( at the equator), its axial tilt is 23.3 degrees. It has 5 times the gravity of earth. Its atmosphereic composition is Oxygen, Nitrogen, Carbon dioxide mixture with large amounts of Extremly fine partical dust that gives the planet a Bule-Green look. Emerald oceans. with a varrity of terrians from artic tundra to desert wastland. 4 continets of wichh 3 are habbital the other is too barren and too dangerous to go to. Not nearly all the pyscial laws line up such as radation and biology, The magic growing in giant Monolithic crystals in the subsurface, and the fact that lifeforms can grow so tall despite the high gravity.
Local Standard-Issue Politically Correct Character: 4 keys to avoid pissing off the locals. 1 Never ever threaten the Premier, Doing this will garintee hostilities. 2 never every deface art musems or any historical building, the endorians had lost most of their cultural Icons during the great Endo-Hitmock war and treat any remaining building, Monuments and Generaly cities that Surivived the war with near religous fevor. Defaceing any of these will get the full brunt of the military to kill you. 3 never Ever deface Monuments decicated to War heros espeacliy those build to honor the heros of the 20th Endorian World war, doing so will warent execution on the spot. 4 Never ever be a Facist, They will kill you immeditly if they find out, its beacuse of the facists that cause 18 of the twenteey world wars. Furthermore when an Endorian offers a free drink it is wise to accept the offer as to avoid offending them as they have sealed deals over a drink, of what is the offer'ers choice.
After that the endorians are a talerent people that wouldn't mind two guys haveing a bar fight. unless its between a foreigner and a vetran, then that would create problems fast. . Thier beilfes are as wide as and varried as the types of alcholic beverages they have, but they will accept anyone no matter what their race creed,or religion is. The types of personilties found range from poliet to cold to down right hostiel and every thing else in between.
History: Endor is the home world for the endorian speacies. Its was here Many Melinniea ago when the Endorians become the masters of there world, it was back then when magic was great and radation levels where generaly low. The endorians nearly 17 thousand years ago left their world and began coloinzing other worlds. this continued for nearly 7 thousand years when the Endorian empire was established. With 300,000 worlds and 90% of their galaxy conquered the endorians where in realtive peace. That was until rebel forces wished to break away from the empire and become indepent. The government cracked down hard on these inserectionist for nearly 500 years, devolping the Super soldiers seen today. It was nearly 10,300 years ago when the endorians had first contact with the hitmocks. Shortly after first contact the Hitmocks declaired Holy war with the Endorians, Three hundred years later the hitmocks where finaly defeated but not before they destoryed the Endorian empire, had burned 90% of the suface land of endor, Heavly irradiated the Surface. The magic of the world Began drying up as it became crystals. all forms of life including the endorians were peremently changed by the effects of the bombs the hitmocks had dropped on the world. One contient was rendered uninhabital as a result of the Lithoboniumn bombs the Hitmocks used and the resulting release of strange energy and strange radation whiched mutated the lifeforms exposed to it. Now after 20 world wars peace has retured more or less to the planet.
Connections: Before the war there were many portals on endor, most of them lead to other planets in the galaxy though some led to Felarya. Felarya to the endorians was a place ro go to get relax, though some considered it a hunting resever used once every 200 years to prove the best troops. Though after the the war many portal where destoryed and few remainded operable and fewer are still running, they can be activated by the power of a nuclear device. Though the areas where some portals were destoryed became dimesionaly unstable and thus could possabily connect to anywhere at any time. This and the fact that the universive it self is not very stable either also points to how someone can enter. Of the Remaning 6 permantly running portals, 3 connect to felarya.
Physically Present Forces: The forces peresent are technology and magic though the latter is locked up in crystal form and Knowlege
Possibilities: The technolgy is powerful but in short supply, The knowlege is vast but is in dangerous locations, The Magic is extremly powerful but is only in crystal form and is located in the subsurface and in caves, which more often than not is infested with the more nasty creatures of the world.
Other: there is a few plants that can remove radation from the ground and air. the cities of the prewar days are seamling grande peices of art. The temples are extravagant. The Endorians have a high sense of honor and duty and will proctect their home with their very lives. radionagas are the most fearsome predators of endor, with heights going to 400 feet tall, ulgier than anything else and a appetite that is unmachted, damn near unstopable and with radation levels as high as 100,000 rads in the blood.
Author's notes: If you plan on useing this world you must note. "you can not conqure it" "you may use anmials from it, as well as crystals, cultures and people from it". "you may not destory it". lastly " you may mention it as you please, and feel free if you dare to see if can devolpe any trade routes stories and or rumors about the planet mentioned by adventures, advance races, and others." that will be all for now, Enjoy
I know i write too much but i had to get it out. I hope it isnt too confusing sweatdrop
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