Lore: Difference between revisions

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[[Time]]
[[Improv Worldbuilding]]
[[Improve Worldbuilding]]
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[[Drakomere Linguistics]]
[[Drakomere Linguistics]]
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[[Timeline]]
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[[Songs and Poems]]


== History ==
== History ==
The Three are the keepers and makers of the world. [[Bahumat]], the Platinum Father, lover of creativity, music, verse, and history, [[Tiamat]], the Chromatic Vengeance, Justice’ Mother, and lover of the holy, good, and those who keep others to those standards, and [[Sardior]], the Ruby Counsel, wise and playful, and lover of those learned and all things natural
The Three are the keepers and makers of the world. [[Bahumat]], the Platinum Father, lover of creativity, music, verse, and history, [[Tiamat]], the Chromatic Vengeance, Justice’ Mother, and lover of the holy, good, and those who keep others to those standards, and [[Sardior]], the Ruby Counsel, wise and playful, and lover of those learned and all things natural


The world began when the [[Three]] created the world, resting in the Soul of the Universe, a chamber filled to the brim with creation energy, or [[Khaagaazh]] in [[Draakyain]], which the Three used to begin creating the world. They made a larger cave system around the Soul of the Universe and called it the Soul of the World. After much time laboring they finally finished the world of [[Drakomere]]. [[War-bringer gods]] from other planes came and tried to take Drakomere by force so they could rule over it, but the Three fought them back. In an attempt to protect their world, the Three each made a ward to keep the other worlds and universes of the multiverse out.
The world began when the [[Three]] created the world, resting in the Soul of the Universe, a chamber filled to the brim with creation energy, or [[Khaagaazh]] in [[Draikyaan]], which the Three used to begin creating the world. They made a larger cave system around the Soul of the Universe and called it the Soul of the World. After much time laboring they finally finished the world of [[Drakomere]]. [[War-bringer gods]] from other planes came and tried to take Drakomere by force so they could rule over it, but the Three fought them back. In an attempt to protect their world, the Three each made a ward to keep the other worlds and universes of the multiverse out.


[[Sardior’s Ward]] is the first, a massive magical field around the planet of Drakomere itself that takes power from any who pass through it and are not natives to the world. This would stop any weak creatures from even entering and it would vastly weaken any stronger creatures. [[Bahumat's Ward]] is the second, an ethereal vale around the world, which alerts those in Drakomere if a threat has entered. This vale serves another purpose, dreams, which Bahumat crafts for the denizens of Drakomere, however when a powerful creature breaks through the First Ward, images of the creature show up in the denizens of Drakomere’s dreams as nightmares and a warning of its entrance. [[Tiamat’s Ward]] is the third, an ever shifting, reverse pyramid tower in a region of the Chaos, this tower, [[The Citadel]], traps those who enter Drakomere, by disabling magic to escape via a powerful anti-magic field, and has monsters lurking it's halls who attack those trying to escape by descending the tower. However, if you die in the Citadel, you are brought back to life the next day at the top of the tower, with motes of Khaagaazh which can be used to gain power and abilities. Those who “Break through”, escaping the Citadel have, to the Three, earned their place in Drakomere, becoming accustomed to its rules, whether they be physical, magical, and mental. Any who reach the bottom of the floating tower are deposited into the shifting sea of the Chaos. The Citadel has 9 foot tall guardians and agents who have the ability to stun and then transport creatures from different worlds to the top of the Citadel. These [[Agents of the Citadel]] are used to bring trespassers into the Citadel, where they are unable to escape except for fully descending the tower.
[[Sardior’s Ward]] is the first, a massive magical field around the planet of Drakomere itself that takes power from any who pass through it and are not natives to the world. This would stop any weak creatures from even entering and it would vastly weaken any stronger creatures. [[Bahumat's Ward]] is the second, an ethereal vale around the world, which alerts those in Drakomere if a threat has entered. This vale serves another purpose, dreams, which Bahumat crafts for the denizens of Drakomere, however when a powerful creature breaks through the First Ward, images of the creature show up in the denizens of Drakomere’s dreams as nightmares and a warning of its entrance. [[Tiamat’s Ward]] is the third, an ever shifting, reverse pyramid tower in a region of the Chaos, this tower, [[The Citadel]], traps those who enter Drakomere, by disabling magic to escape via a powerful anti-magic field, and has monsters lurking it's halls who attack those trying to escape by descending the tower. However, if you die in the Citadel, you are brought back to life the next day at the top of the tower, with motes of Khaagaazh which can be used to gain power and abilities. Those who “Break through”, escaping the Citadel have, to the Three, earned their place in Drakomere, becoming accustomed to its rules, whether they be physical, magical, and mental. Any who reach the bottom of the floating tower are deposited into the shifting sea of the Chaos. The Citadel has 9 foot tall guardians and agents who have the ability to stun and then transport creatures from different worlds to the top of the Citadel. These [[Agents of the Citadel]] are used to bring trespassers into the Citadel, where they are unable to escape except for fully descending the tower.
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It was found that every seven-thousand years, an aberrant invasion and corruption began to spread, they were called Incursions, and since they begin at the seven-thousand year mark after the last one is purged, the number seven is considered unlucky or cursed. After an incursion is purged, a new Age begins and there is a year of feasting and joy. However, since the longest life-span in the world is that of a dragon, only 5,000 years, often Incursions are forgotten about until the next one takes place. This cycle continues normally and like clockwork, until the 14th Age.
It was found that every seven-thousand years, an aberrant invasion and corruption began to spread, they were called Incursions, and since they begin at the seven-thousand year mark after the last one is purged, the number seven is considered unlucky or cursed. After an incursion is purged, a new Age begins and there is a year of feasting and joy. However, since the longest life-span in the world is that of a dragon, only 5,000 years, often Incursions are forgotten about until the next one takes place. This cycle continues normally and like clockwork, until the 14th Age.


During the 3rd Age, a race of Giants, who’s exact forms and culture are now lost, diverged into two groups, Dwarves and Goliaths. During the 7th Age, some half-Elf-Dwarves began developing their own culture and shrinking in stature, build, beard, and ear point. They assimilated elements from all cultures, languages, and scripts, becoming the Halflings. During the 8th Age, some Dwarves and Goliath’s attempted to explore Mooraarbaa, but were transmuted into Goblins, Hobgoblins, and Bugbears. During the 13th Age, a detonation of creation energy went off in a set of three continents, the Wild-Plains, untouched by sentient life, ruled by beasts. When the detonation went off, Centaurs, Ursan, Minotaurs, and Leonin all came into being from their normal beast counterparts.
During the 3rd Age, a race of Giants, who’s exact forms and culture are now lost, diverged into two groups, Dwarves and Goliaths. During the 7th Age, some half-Kethie-Dwarves began developing their own culture and shrinking in stature, build, beard, and ear point. They assimilated elements from all cultures, languages, and scripts, becoming the Halflings. During the 8th Age, some Dwarves and Goliath’s attempted to explore Mooraarbaa, but were transmuted into Goblins, Hobgoblins, and Bugbears. During the 13th Age, a detonation of creation energy went off in a set of three continents, the Wild-Plains, untouched by sentient life, ruled by beasts. When the detonation went off, Centaurs, Ursan, Minotaurs, and Leonin all came into being from their normal beast counterparts.


The Incursion in the 14th Age was the worst yet, many died and much was lost, unbeknownst to the rest of the world, in the final Geographic Region, aberrations began setting up roots. After defeating this incursion, the 15th Age was one of plenty, and exploration began. Drakion, the Wild-Plains, the Archipelago, and the Chaos all discovered each other and began trading and communicating. Then the Twisted Lands was discovered, seven towers scraped into the sky, every day, one shot a beam of energy out from its summit, and it was filled with aberrations. Additionally in the 15th Age, an Ìqáalìe named S'óekhìq became a Lich, a group of adventurers, Goebaan, 'oelin, and Dragonheart ventured into his first dungeon. 'oelin and Dragonheart fell and became his lieutenants. Dragonheart, being a former member of the Cult of the Dragonflesh taught S'óekhìq how to graft dragonflesh, so now all of S'óekhìq's zombies and undead servants have one horrifyingly large draconic arm.
The Incursion in the 14th Age was the worst yet, many died and much was lost, unbeknownst to the rest of the world, in the final Geographic Region, aberrations began setting up roots. After defeating this incursion, the 15th Age was one of plenty, and exploration began. Drakion, the Wild-Plains, the Archipelago, and the Chaos all discovered each other and began trading and communicating. Then the Twisted Lands was discovered, seven towers scraped into the sky, every day, one shot a beam of energy out from its summit, and it was filled with aberrations. Additionally in the 15th Age, an Ìqáalìe named S'óekhìq became a Lich, a group of adventurers, Goebaan, 'oelin, and Dragonheart ventured into his first dungeon. 'oelin and Dragonheart fell and became his lieutenants. Dragonheart, being a former member of the Cult of the Dragonflesh taught S'óekhìq how to graft dragonflesh, so now all of S'óekhìq's zombies and undead servants have one horrifyingly large draconic arm.
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Artham O’Carrick protected the town of Coloro from Faethon, the Baron of Ebonfast, the city of the Black Dragons, who had become evil, hungry for power, however Artham fell, dealing a mortal wound to Faethon. Faethon made sure his children and heir would kill all bards and musicians who dare come to his city.
Artham O’Carrick protected the town of Coloro from Faethon, the Baron of Ebonfast, the city of the Black Dragons, who had become evil, hungry for power, however Artham fell, dealing a mortal wound to Faethon. Faethon made sure his children and heir would kill all bards and musicians who dare come to his city.


During the 29th Age, a set of heroes, Croc Ashstrike, Alnar Mageborn, and Sadosc Buldarum has begun their quest which may lead them to defeating that Age’s aberrant Incursion, but their story has yet to play out and come to an end
During the 29th Age, a set of heroes, Nowhere, Bubbles, Varyano, Sarakaya, Alduin, Lazarus, and Khellik went to fight off some Fire Druid in the Wild Plains, but that story has yet to play out.
 
During the 29th Age, a set of heroes, Croc Ashstrike, Alnar Mageborn, Zegara, and Sadosc Buldarum has begun their quest which may lead them to defeating that Age’s aberrant Incursion, but their story has yet to play out and come to an end