{JAMMERS! -RuleJJ- ONLY!} Not to be overly cryptic (what with the jammers and all), but I didn't want this to get around unless you gave it the ok. So I thought maybe we could have an Ice wyrm. I have a picture and a few ideas.
{JAMMERS! -RuleJJ- ONLY!} Not to be overly cryptic (what with the jammers and all), but I didn't want this to get around unless you gave it the ok. So I thought maybe we could have an Ice wyrm. I have a picture and a few ideas.
{JAMMERS! -Therandomtacostand- ONLY!} I'm hesitant about that. First of all, Ice wyrms aren't in the Lore. What definitely is are Frost Drakes. Second, what do you mean by you having one? Are you suggesting Jer'air and Gartt have an Ice wyrm with them in some way, or do you mean the group in the Frigid North?
{JAMMERS! -RuleJJ- ONLY!} Not to be overly cryptic (what with the jammers and all), but I didn't want this to get around unless you gave it the ok. So I thought maybe we could have an Ice wyrm. I have a picture and a few ideas.
{JAMMERS! -Therandomtacostand- ONLY!} I'm hesitant about that. First of all, Ice wyrms aren't in the Lore. What definitely is are Frost Drakes. Second, what do you mean by you having one? Are you suggesting Jer'air and Gartt have an Ice wyrm with them in some way, or do you mean the group in the Frigid North?
{JAMMERS! -RuleJJ- ONLY!} I only meant that they(meaning the proposed Ice wyrms) could sparsely inhabit the Frigid North. I didn't mean to impose. If you are uncomfortable with my proposed addition I'm fine with not pushing the issue.
{JAMMERS! -Therandomtacostand- ONLY!} I'm hesitant about that. First of all, Ice wyrms aren't in the Lore. What definitely is are Frost Drakes. Second, what do you mean by you having one? Are you suggesting Jer'air and Gartt have an Ice wyrm with them in some way, or do you mean the group in the Frigid North?
{JAMMERS! -RuleJJ- ONLY!} I only meant that they(meaning the proposed Ice wyrms) could sparsely inhabit the Frigid North. I didn't mean to impose. If you are uncomfortable with my proposed addition I'm fine with not pushing the issue.
{JAMMERS! -Therandomtacostand- ONLY!} I wouldn't say I'm uncomfortable, but I don't see the need. I think the Frost Drakes more or less fill that role, since they do sparsely inhabit the Frigid North.
{JAMMERS! -RuleJJ- ONLY!} I only meant that they(meaning the proposed Ice wyrms) could sparsely inhabit the Frigid North. I didn't mean to impose. If you are uncomfortable with my proposed addition I'm fine with not pushing the issue.
{JAMMERS! -Therandomtacostand- ONLY!} I wouldn't say I'm uncomfortable, but I don't see the need. I think the Frost Drakes more or less fill that role, since they do sparsely inhabit the Frigid North.
{JAMMERS! -Therandomtacostand- ONLY!} I wouldn't say I'm uncomfortable, but I don't see the need. I think the Frost Drakes more or less fill that role, since they do sparsely inhabit the Frigid North.
-last edited on Mar 15, 2019 14:56:37 GMT by RuleJJ
Post by RuleJJ on Mar 15, 2019 14:56:24 GMT
Kahltrain Part 1
Kahltrain is a continent made up of seven regions: Del’Jor, the Xain Empire, Konter Vell, Daltune, Malheim, the Northern Waste, and El’Drago.
Del’Jor is in the northwest of the continent. It is a cold, harsh land made up of hills, forests, mountains, lakes, and glaciers. It is home to both humans and dwarves, who live together mostly in small towns and villages. The government is based on a chiefdom system, with a king-like figure known as the Elder being in charge of all the chiefs. The capital of Del’Jor is Kal Vain, a humble and prosperous town situated in a valley. Besides the capital, the three most important cities are Kal Dor, the most northern town in the continent, the ancient, mostly ruined city of Kal Falden, and Kal Gain, which provides most of the fruit and vegetables eaten in Del’Jor. A unique form of shapeshifting magic is practiced in Del’Jor. Users can transform into two different animals and have a half-man and beast form for each. The beast forms are significantly larger than the actual animal and each provide a different unique ability. Del’Jorain shapeshifters can also have very slight abilities when in their normal forms.
The Xain Empire is in the center of Kahltrain. It is the largest nation on the continent and is made up of plains, lakes, forest, and a little desert. Most of the population is human and the empire is governed by several noble families who compete to become the next ruling family by gaining the favor of the Emperor. The capital of the Xain Empire is Xain Imperia, a tiered city with a seamless granite wall adjacent to Castle Drextin. Besides the capital, the three most important cities are Rendallas, very similar to Xain Imperia, Cord Outpost, a former military outpost and current trading hub, and the major trading port Jartell, a popular vacation spot for many nobles. The most prevalent form of magic practiced in the Xain Empire is a form of the ancient elemental magic. Users have the ability to control two or more of the six Xainish elements, each of which also comes with a unique ability.
-last edited on Mar 15, 2019 16:43:35 GMT by RuleJJ
Post by RuleJJ on Mar 15, 2019 16:43:21 GMT
Kahltrain Part 2
Konter Vell is in the southwest of the continent. It is largely unexplored by outsiders and its terrain is made up of inhospitable jungles and swamps. The population is largely made up of orcs, goblins, and ogres. There is very little government, but each village seems to have patronage to one of many gangs, and there is supposedly some sort of Queen overseeing all of it. The capital of Konter Vell is Wekeno, a hive of criminals and thieves. Besides the capital, the three most important cities are Zarak, the largest pirate haven in Kahltrain, Allekon, a hub for smugglers, and Kenco, a city formed of ruins and shacks that is most similar to the cities in the rest of the continent.
Daltune is in the southeast of the continent. It is mostly desert with a few oases, but is also the trading capital of Kahltrain. Most of the species that live on Kahltrain can be found in Daltune, as they come to seek their fortunes. The government is monarchical, but merchants are the ruling class. The capital of Daltune is the sprawling, maze-like Talar, home to the Palace and the largest trading port on Kahltrain. Besides the capital, the three most important cities are Vin Lago, a trading port second only to Talar, Pharke, the oldest human city on Kahltrain, and Hanta, on the desert’s edge. A unique form of summoning magic is practiced in Daltune. Users are able to summon from a limited number of beasts based on the power of the chosen beasts.
Malheim is in the northeast of the continent. It is a magical land covered in trees, rivers, lakes, and meadows. It is home to elves, dwarves, gnomes, and fae, all of whom are largely seprate but on friendly terms. The government is monarchical, currently with a dwarven king and an elven queen. The capital of Malheim is the City of Trees, known for its enormous trees and situated in a position straddling forest and mountain. Besides the capital, the most important cities in Malheim are Thyfrion, a mountain city home to gnomes and dwarves, Alfreda, a forest city home to elves and fae, and Thornkuldihr, the heavily fortified dwarven capital. The magic practiced in Malheim is Old Magic and its users are known as Malheim Witches.
-last edited on Mar 15, 2019 17:43:35 GMT by RuleJJ
Post by RuleJJ on Mar 15, 2019 17:43:23 GMT
Kahltrain Part 3
The Northern Waste is the northernmost region of Kahltrain, bordering Del’Jor and Malheim. It is a vast expanse of ice, dangerous and unforgiving, where only the toughest creatures can survive. A land bridge once connected it to the Frigid North of Co’Ren, but this has long since been swallowed by the sea.
El’Drago is an archipelago to the east and southeast of mainland Kahltrain. It was once a mighty country, but now only islands and ruins remain. What buildings still stand look almost as if they grew out of the ground, and the sea surrounding them is deep and mysterious. Legends tell of powerful Drasinic Runes, with the power to control the identity of matter, that once were used by the people of El’Drago to perform mighty feats, but of these only stories remain.
There is a long history of periodic exchange between Kahltrain and Co’Ren. The most notable instances are the arrival of humans on Co’Ren from Kahltrain and the arrival of Artir Alaquil’s ships at Kahltrain, which led to the founding of the Xain Empire, but it has been centuries since proper contact took place. One year ago, the powerful Xain Empire invaded Co’Ren via Oruthal and the Southern Kingdoms. Though the army was defeated and most of the soldiers destroyed, some remained and settled on the continent. They were joined by other settlers from Kahltrain, looking to profit in the new land. Most of these are peaceful and wish no harm to those who now live in Co’Ren, but others are much more hostile.