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Gumblackwood
08-11-2005, 12:15 PM
I wanted to make this post as a collection of the background of a world that's been brewing in the back of my head and in Microsoft Word since I left Everquest. I had a number of stories and roleplaying sessions involving some characters based on ones I made in EQ during my time there, but someone suggested as I left that I should go on and make my own world, so thoughts like that have been brewing since. I'm open to constructive criticism (especially if it seems I've stolen a well-known name or idea, as I'm generally unsure of where I get them). Also, with the opening of the RPT in the forum, I may expand it there. The first thread here is the abridged writings of one known as the Exile, the Prophet, and other names.

Chapter 1: On Amar, Ancient History and the Geography of Amarri

The planet Amar (known also as Yert, Knik and various other names, but I will be using Katmya terms in this documentation, and sometimes Human, where they differ) rotates eliptically around the stars Cel and Stri, with Cel being the larger of the two. One revolution about these stars encompasses 546 rotations about the axis of the planet. From astronomical observation, two additional large bodies surround the two-star system, but neither is believed habitable, as one has a highly erratic orbit and the other is primarily made up of gases.

One satellite orbits Amarri, known as Karri, at double its rotational speed, meaning it is generally visible at both daytime and night time. Karri is likely covered in dirty ice or water, and a few general geographic features can be seen on its surface, though they are constantly changing.

It's unknown what brought about the magic nature of Amar, but during its formation it is believed that sentient elements began to form and impose their wills on various materials that made up the fledgling planet. Most who know of these elemental beings believe there only to be 4 of any power, those of Fire, Water, Earth and Air. The truth is there are many more, including light, dark, and other forces bound to the very nature of the planet, even life itself. Perhaps the element of Life is the most powerful, as I doubt the other elementals would exist sentiently without it.

As these elementals began to build (and subsequently fight among themselves), the familiar geography of Amar began to form. The fiery core of Amar became trapped beneath the surface, only seen in volcanic ranges and deep ocean trenches. Earth elementals pushed up mountain ranges and spread out deserts while water elementals created the great oceans. Then perhaps the greatest event since the creation, the elements began populating the world with creatures. Fish swam in oceans and streams, trees and other plant life spread out creating forests and grasslands. Flesh and blood creatures moved across the land.

Then came sentience, but the various races of Amarri, their various origins and social structures will be discussed in a later chapter.

The largest continent on Amar is known as Amarri, and contains on one massive landmass almost all different ecological conditions known on the planet.

The northern reaches of the continent reach far enough toward the pole of the planet that rarely is there a navigable means of passing along its coast due to ice. The northern coastline is primarily mountainous, with many cuts made by glaciers and polar ice. While glacial movement accounts for the northernmost reaches of the continent, these mountains are nothing in comparison to the mountain range that borders it. Valleys in between the Cold mountains and the North mountains are habitable by various races, but suffer long, cold winters. Several passes along the North mountains, as well as a cut from the lands to the west form the easiest access to these lands. The North Mountains extend from foothills approaching the western coast almost straight north, where it curves eastward and eventually southward as it becomes volcanic ranges far to the east. These volcanic lands, known as the Ashen wastes, extend southward, forming the northern end of Gulf of Shadow. This Gulf is navigable along its edges all the way to the Eastfarn ocean (humans differentiate between the western and eastern oceans even though they wrap around the planet without any other major landmasses), but toward the center lie several islands frozen in shadow beneath a neverending storm, surrounded by the skeletons of many ships. Though most of the stories regarding these islands are just legend, I have seen and explored them myself and know them to be an evil place.

Following the coast of the Gulf back westward, the great Indri forest stretches along the foothills of the North Mountains and borders the Flatlands, a grassy plain that covers a band across to the western coast, at the Endril river. The flatlands cover a large area, bordered to their west by the smaller peaks of the North Mountains, and to their south and southeast by the Central mountains (humans call them the South mountains, Katmya know of ranges much further south). Within the flatlands there are many small forests, including the Briarthorn and the Willowwood, as well as many lakes and rivers, most notable the Mardril river and lake Mardoril. Most of the water flowing across the plains flows eastward into the Gulf of Shadow, and the southern rivers form a swampy delta area just north of the mountains there, the Murklands.

To the west of the North mountains, the land of Amarri lowers gradually to the Westfarn ocean. The northern part of this land is stuck between the Cold mountains and the North Mountains, the northern part of the western coast is known as the Wetlands. Further south, where the Flatlands can be reached more easily, the hilly forested land there is known as Hillslock. The far southern part of this land, before reaching the Central mountains, is a massive crater, partially filled with ocean water from its west end. The crater is known as Skyfall crater, as it is believed a very small part of Karri fell there.

The Central mountains, like the North mountains, cross the whole of Amarri, at the western end they dip southward around Skyfall crater and form an archipelago stretching far into the Westfarn ocean. The eastern end dips into the Gulf of Shadow, forming a navigable chain piercing toward the Gulf's center. In height the mountains are only about half the North mountains, and much more easily traversed.

Due to the main weather patterns of Amarri however, the lands to the south of the mountains are arid and mostly desert for hundreds of miles, known as the Scorch desert. This arid coastline makes up the remainder of the Gulf of Shadow's land border on the east and . The southern end of the desert is marked by many cliffs and canyons, the remnant of nearly nonextistant ancient mountain ranges. These cliffs surround a lush jungle almost unreachable from the northern lands or the western coast. The Katmya jungle is a basin trapping much of the water that reaches it, surrounded on the North, West and South by the cliffs.

The southern coast is marked by more desert, then another dormant volcanic range, the South mountains (by Katmya standards). To the east, these mountains cradle another great grassland. Between these mountains and the permanent ice of the southern pole, the Straits are marked by horrible storms and heavy currents.

The remainder of the surface of Amar is marked by primarily ocean features, archipelagos, atolls and the like. One large island, known as Preta, is reachable from the west coast and is divided in the center by the remnant of a mountain chain. The Sorros Islands, believed to be the rim of a massive crater, lie to the east of Amarri.

End of Chapter

Gumblackwood
08-12-2005, 02:31 PM
Chapter 2: On the Races of Amar and their Societal Structures

The myriad sentient races of Amar all fall within two forms of their creation, the earlier of the two being the races created by elementals to populate their domains. The plant and animal life that make up forests and oceans mirror the lesser creatures of stone, sand, fire and other basic elements to be found around the world. The earliest creations lacked anything more than instinct, but as the elements refined their craft, more intelligent creatures began to appear.

The second set of intelligent creatures inhabiting Amar result entirely from the experimentation of the Katmya. With the discovery of magic and foci and believing themselves superior in all ways, ancient Katmya elders began experimenting with the rapid evolution of lesser creatures. Looking for loyal laborers, the Katmya created bipedal, intelligent versions of nearly every creature that they caught. The history of these experiments, including their cessation, will be elaborated in Chapter 3.

For each of the races detailed, the description will include some elaboration to the method of creation and social characteristics. Size is in comparison to humans.

The elemental races:

Ashen

Children of the fire elementals. Also know as Fri. Most Ashen stand slightly taller than humans, have obsidian skin, and glowing red eyes. Though their skin when clean is a shiny black, their homeland, the Ashen wastes, often has rains of ash from the active volcanoes there, causing most Ashen skins to become gray and dull. Some Ashen are able to grow hairlike dagger-sharp strands on their heads, though most are bald. While the Ashen to appear to breath unlike many other elemental-made creatures, their lungs appear to need the minerals of the ash, and those traveling outside of the wastes usually carry snuff boxes filled with mineral powders. When not covered in a thick coat of ash, Ashen actually become quite frail, and cracks or fissures in their skin can take months to heal.

Ashen society tends to be very exclusive, with a small elite controlling the majority. The elite can be distinguished by their clean, black skin. It is likely there is much ceremony to the cleansing of their bodies, but the elite are very secretive and have carved deep corridors into many volcanoes where no outsiders may enter.

A note should be made on Ashen architecture. Due to the weight of ash raining down over much of the Ashen wastes, even the simplest of Ashen structures must be made of heavy stone and strong support, so their architecture incorporates many beautiful black arches and cathedral structures.

Currently, the Ashen have a somewhat strained relationship with the other northern Amarri races due to the last war they waged. Unable to cross the Endril river into the Indri forest, the Ashen attempted to take some of the northern coastal human cities by force. The Human nations of the Flatlands united against this threat and retaliated with the full force of the Indriri. As punishment for their aggressiveness, most of the Ashen settlements along the Gulf of Shadow are now under control of Human lords.

Indriri

Children of the Forest elements. With skin the many colors of wood bark, from birch white to the color of blackwood, Indri are generally shorter than humans, as short as 3 feet when fully-grown. Their small frames and skin are fragile against fire. Indriri rarely have to eat, during the spring months, leafy growths (hard and branchlike on males, tendrillike on females) provide the energy they need, while in winter months some lay dormant deep in the forests. The ones who venture out in autumn and winter tend to eat only plant matter for energy. Indriri may be a dying race due to ancient feuds with other elemental creatures and the gradual decline of Amarri's forests, few venture beyond the borders of the Indri forest. Some groups of Indriri have taken residence in other forests around Amarri, possibly exiled or fleeing from some unknown force.

Indriri society is communal with no actual leaders except in times of war. Indriri use magics unfamiliar to the Katmya, including a means of disappearing and travelling faster than any other known means of transport. They are capable of growing and nurturing life back into even the most nearly dead plants, extending some of these healing powers to animals. Other races often seek Indriri as couriers, healers and cultivators because of these talents, but few of the Indriri stay out of the forest for long, as time away causes strange fatigue.

Djri

Children of the Desert elementals. Due to their particulate nature, Djri have no definite form, shapeshifting from something as small as a human fist, to great sandstorms and whirlwinds. Though capable of nearly limitless size change, their mass always remains the same. Most Djri take nearly-human forms, only taking other forms when needed. Water can harm Djri more than anything apart from intense heat, as even a damp climate can disrupt a Djri's shapeshifting abilities. To help deal with the climate, Djri living outside the arid deserts cover their entire frames with dense, water-repellent fabric.

Due to numbers, and the extent of the deserts in the center of Amarri where most Djri can be found, their society is very loose, and apart from a few groups deep in the desert, most live completely independently. Many Djri have come to live among the desert's coastal human communities, pledging loyalty to whomever necessary, or venturing into other lands as entertainers and other professions where shapeshifting is a good skill.

(note: more race descriptions will be added as I have time)

Gumblackwood
08-17-2005, 07:10 AM
Gaugs

Children of the oceans, also known as Augri. Gaugs are colorful jelly-like creatures with long tendrils and one visible organ inside, believed to be a type of eye. Alone they are incapable of leaving the oceans of Amarri or communicating in any way with other races. To counter this, Gaugs have developed a means of commandeering any other fleshy, water-filled organism, moving and communicating in the creature's natural manner with the jelly riding along, acting as a means of waterbreathing as well. Gaugs use this talent to establish communication with surface races. While Gaugs maintain that this means of communication does not harm the host, the individual that the Gaug attaches to almost always completely forgets the experience. Some land races have set up certain individuals to act as ambassadors, always ready for a Gaug attachment, but Gaugs are known for being fickle, and don't always go for the system setup for them.

Apart from their interactions with other races, Gaugs command the seas. On calm ocean water, floating Gaug colonies have been seen, with thousands of Gaugs forming a film across the surface. Some ambassadors tell of deep ocean cities formed in similar fashion. Gaugs dictate where and when surface-dwellers may fish for ocean creatures and have established routes for ocean trade. Disobeying these rules will likely lead to a ship's destruction.

Interestingly, Gaugs completely avoid some areas of ocean, like the Gulf of Shadows and the numerous craters around Amarri.

Gaugs have little known magic ability apart from their almost telepathic coupling with other creatures. Some believe that they have control over the tides, though all scientific evidence points to the gravitational effects of Karri.

Materi

Children of Stone. As diverse as rocks, Materi are often put into groups based on relative intelligence and societal structure. On the low end are golems, which are little more than moving rocks; some Ashen and others have managed to tame golem for hard labor. Slightly higher are Rok, capable of speech and understanding, but generally vicious to any outside their kind, with stone skin and gemlike teeth.

Of the Materi, two stand out as vastly intelligent and have an impact on Amarri culturally, The Mountri (Known as Mountain men or Dwarves to humans) and the Gemri (Known as Cutters to humans). Neither like to believe they may be related to other Materi.

Mountri have a thick skin not nearly as hard as the Rok, colored like slate and short muscular bodies fit to the mine shafts. Some confusion exists as to whether Mountri have more than one gender. The fact is that their women look almost exactly like their men, and within their society there is little pressure to differentiate. It may be a sign that the Mountain men were the first of the Materi to be engendered by their elemental creators, as Rok do not have genders. Mountain men dwell in the dormant North and Central mountains of Amarri, digging deep within for signs of precious metals, which they forge into weapons and armor, even in peacetime. They have established trade cities, which double as fortresses, cut into the outside of their mountains.

Gemri have much the same stature as Mountri, though they are far less muscular and have gemlike, faceted eyes, and skin colors wildly varying, from dull turquoise to ruby red. Gemri are much more covetous of material, especially gems, than even Mountain men, and are often obsessed with chemical and engineering potential. Their natural magic appears to be focused through gems, creating farseeing crystals and trinkets capable of many illusions or enhancements. Most races tolerate Cutters because most races value their abilities to find and process gems and the convenience of their gadgets and potions, but dislike the prices they charge. Cutters also enjoy gathering titles, like Grand High Elemental Wizard of Alchemical Engineering.

Lesser intelligent elemental beings

Rairi

Children of the clouds. A very elusive creature, prone to mischief. When fully visible, Rairi appear like ghosts, usually of small humanlike children. Though fully capable of speech, Rairi like to communicate through tones and whispers. Few Rairi exist near the ground of Amarri, though through magic or other means, some have heard possibly thousands living within the clouds above Amarri. It may be that gatherings of Rairi attract weather patterns.

Toadies

Children of Fungus (Fungri). Swamp creatures with spongy bodies similar in appearance to human lapdogs, the only of the swamp elementals capable of speech. Toadies are spiteful and seriously dislike any creature from outside of the swamplands. They are territorial and independent, despite being totally unable to defend themselves or 'their land'. A Toadie will generally taunt an intruder until they get annoyed, and if harm comes to one Toadie, others in the general area will taunt harder. Two races of Fungri can be found on Amarri, the larger one in the wet forests of the northwestern continent, and the smaller in the Murklands.

Jakri

Children of the ice. Impish creatures half the size of humans with silvery bodies and many iciclelike appendages. They exist near both poles (though only around the Straits in the south) and around the permafrost of mountains. Jakri enjoy tricky bartering, especially when they see a creature in trouble. "Being Jakked" in Amarri means being ripped off in a deal, though most apply it to the bargains of Cutters.[/b]

Gumblackwood
08-18-2005, 12:07 PM
Non-elemental Races

Katmya

Descended from jungle and savannah cats of southern Amarri, Katmya are the first flesh and blood creatures to develop higher intelligence. Taller than humans by at least a foot and resembling all forms of the great cats, most Katmya believe themselves the rulers over the lesser creatures of the jungles and savannahs, and the chosen of the elemental creators to represent these environs.

The Tikri, in appearance like jungle tigers, rule the other Katmya from ancient cities hidden in the jungles, claiming all magic as their domain and keeping it from other Katmya. Panthri, black jungle cats, are the only ones allowed to use magic other than Tikri, and that is only because Panthri mystics have much more control over thread magic and the art of prophecy. Lonri, of the savannah lions, serve as the strongest Katmya military leaders, and follow the Tikri only because of the potent magic they wield.

Katmya, in their curiosity, discovered many underlying magics of Amar. Through eons of delving into magic, the Katmya have created great cities, can glimpse into the past and follow threads into the future of both individuals and nations, wield devastating war magic, and can communicate over great distances.

The creative magic discovered by Tikri in the creation of grand cities led to the evolution of other races to similar levels as the Katmya. The other races, created to take the burden of hard labor away from their masters, made the Katmya a weak and troubled race. The Katmya race now suffer from their mistakes, with most of their original workers escaped and some dealing horrible retribution against their former lords.

Humans

Known to Katmya as Apemya. Created by the Katmya from jungle apes, the mostly-hairless Apemya were one of the first to rebel against Katmya. In secret, the creatures learned language, how to wield Katmya magics and mimic military order from the Katmya that kept them as personal servants. Their magic is much weaker than the Katmya was at the time of their servitude.

Humans, in their exodus, settled to the north, in the mountains and plains of the northern hemisphere. Eventually the Human race fractured into many nations and religions. Northmen still maintain a tribal society as the original settlers had, worshipping totems and natural forces and using the only thread magic apparent in the human race, though in an altered form from the Katmya (Panthri weren't known for using the evolved races as servants, so their knowledge of the magic at all is a mystery). Nations to the west were founded on Human magic, but now only the nation of Skyfall in the Skyfall crater has a ruling magic triumvirate. Eastern nations have most towns governing themselves with loose loyalties to kings or nations ruled by guilds. Humans have also spread their influence outward with trade ports along much of Amarri's coasts and outlying islands.

Humans maintain strong relations with most of the elemental beings with whom they have contact. Humans often trade with the more intelligent Materi races, Mountain men and Cutters, and rely on the skills of Indriri and Gaugs to feed themselves. They have a tense relationship with the Ashen, holding large amounts of Ashen land forcibly taken to maintain trade routes along the coast. Most other Katmya-made beings get treated as monstrosities by humans, though some individuals have existed peacefully within Human society.

Izmya

Known among themselves simply as Izz, huge lizard bipeds at least a head larger than Katmya, they were among the strongest and most important hard laborers while in servitude. Their escape from Katmya control was violent and their eventual settlement a mystery, possibly living beneath the ground in the southeastern part of Amarri or hidden in the cliffs further north for many generations.

The Izz wage war against their former masters and all other races of the southern continent. Led by powerful warlords, they relentlessly assault small village and ancient city alike.

Izz represent possibly the largest threat to the whole of Amarri, the Katmya fight a losing battle, yet the races of the northern continent do not even know of them. Certainly, the bloodlust of the creatures will not stop at the destruction of the Katmya.

Dogmya

Known amongst themselves as Doggrel. Created from canines of the savannah, the bipedal Dogmya did not find much of a use in Katmya society, and were generally reviled, only allowed to be companion creatures to the highest Apemya, who did not treat them so scornfully and found them good couriers as they were faster than the ape-creatures, though not as fast as Katmya themselves. Incapable of much more than basic language comprehension (and hard-pressed to speak themselves)

Most Dogmya accompanied the humans in their exodus, but had a fall out with them as humans began to develop society in the north. Doggrel established their own settlements all around the north continent, even far into Ashen lands, but most were destroyed in Human expansion or hunting of the 'monsters'. The only Human nations tolerant of Doggrel settlement are the Northman tribes, where the Doggrel breed sled dogs from native wolf packs, and the nation of Skyfall, where wizards have deemed the creatures a potential magic-wielding race, and experiment on this hypothesis frequently. Other colonies of Doggrel live deep in the wild areas and forests of Amarri, including some in the Indri forest, where they maintain a friendly relationship with the Indriri only after proving themselves in wartime.

other Katmya creations

Ratmya

Created as playthings for powerful Katmya, these white-furred rodentia bipeds, less than a third the size of humans, escaped mysteriously from Katmya control at the same time as humans and Doggrel, but have been seen rarely since. When seen, Ratmya appear to live in the shadows of larger human cities and may use some type of magic to keep their society secret. They seem to share some secret alliance with the Cutters, possibly providing them with salvage or stolen goods from the cities.

Tukmya

Created as flying couriers and playthings of the Katmya, these birds were among the first Katmya creations, taught language and obedience but nothing else. Though the Tookies, as they were playfully called, served their purpose for many years, the entire race was believed to have died out in a series of storms and bouts of disease. Expeditions by humans to southern islands far out in the oceans report discovering talking birds, but none apparently as intelligent as the ones created by the Katmya.

Failed experiments are on record of creatures created from jungle insects, tusked savannah giants, horned savannah herbivores, river creatures, desert nomad creatures, cliffdwelling herbivores and flightless birds. All are believed extinct due to the races' inability to breed after evolutionary acceleration. Some human reports of these type of creatures as well as hyperintelligent sea creatures, including turtles and sea mammals capable of speech, may be the results of rogue Katmya magicians and would explain their limited number.

Gumblackwood
08-22-2005, 09:34 AM
On half and partial races

Though the creation of half races by natural means is impossible between most races because of physical differences, magic processes similar to those the Katmya used to breed and accelerate other non-elemental beings have created a few creatures that could be called half-races, mostly between humans and elemental beings. Half-Indriri look human except for rough green hair and hard skin. Half-Ashen have soft, black skin and the glowing red eyes of the Ashen race, but all the organs of humans. Half-Materi, all short in stature, even when half Rok, either have the stony skin of Roks and Mountri or wild colored hair and eyes like Cutters. No amount of magic has made any of these half races viable. Most are shunned by both races of their origins, though enclaves of these creatures live in Skyfall and in small mountain and forest settlements.

One interesting development is the evolution within seafaring human societies of humans with stronger physical ties to the Gaugs. Worshipped in some circles, these humans have developed wider webbed hands and feet and gill-like slits on their shoulders where Gaugs have easier access to their bodies for coupling. The water humans tattoo themselves heavily, generally only leaving the space where the Gaugs occupy clear. These humans maintain their memories of actions with the Gaugs much better than others, but keep the Gaugs' secrets well. The physical evolution within the humans most likely came from seafarers' frequent coupling with the Gaugs, leaving some sort of residue in their genetic material.

End of Chapter

Gumblackwood
08-22-2005, 05:24 PM
Chapter 3: On History

Different races differentiate in listing the importance of events, so any timeline will likely be lacking in some major events. The following timeline seeks to incorporate important events in primarily Katmya and Human societies, with some inclusion of Indriri, Ashen and Materi histories. Katmya history harkens to the year of the creation of the Great Jungle Pyramid, Hal and uses the terms Antehal (AH) and Postehal (PH), with years measured by full revolution about the stars. Human history, measuring a year as the half revolution closer to one star, and so double Katmya standards, will be included in brackets from their year 0 onward. Humans measure the years After Settlement (AS), even years represent the half orbit about Cel, and odd the half orbit about Stri.

~460,000 AH The swirling chaos of Amar subsides and the elemental creators begin to influence the planet, first those of fire and earth, then those of water and air.

~450,000 AH - 400,000 AH The elemental wars. As elemental gods vie for supremacy, landmasses, oceans and weather patterns appear on Amar. Amarri is created as the largest landmass of Amar.

~415,000 AH The element of life begins to exert influence on Amar. Allying with many different elements, the first plant and animal life appears on Amar. Many elements create primitive powerful beasts to fight their wars, including dragons.

(in progress)