Post by Icor on Aug 17, 2005 17:51:21 GMT -4
We still love you Nym. ;D
Everhath is a Continent based up of three regions. Its western borders are oceanic. There are many smaller dock cities there, all of which pertain and serve the central and largest city. In them come a variety of people, ranging in both race and class. Some classes are a collaboration of merchants, warriors, students, explorers, and more. The eastern border is marked by a line which divides forest and desert. The Desert region is uninhabitable by most life. Even if it were for some, there are no recourses or means of profit for thousands of miles. There are prison cities in the desert, however, which contain victims of government scandal – they are there not because they broke a law, but because they need to be kept quiet. Because of those prisons, rumors are locked up, and much-needed fear left secluded.
There are three major cities. Around them is a circular territorial zone which fades away slowly. These territories are marked with the Moons. There are likewise three moons. The first is a large gray planet which absorbs most light from the sun (which is quite distant), and gives the planet the extra heat and light it needs to maintain life. It’s most specific targets lie around the central city, though its light reaches all ends of Everhath. The second is a dark moon with a red glow. Because of its molten surface, it gives off a greater amount of heat, and also causes tides to lower. It focuses on the southern city most of all, scorching the land into a desert of its own; however, it is black with industry. Miners have found that the southern lands of Everhath provide a great amount of heat energy. The third moon is a golden moon which absorbs light, but reflects little of it. Its focus is on the northern city. Because of the location, the sunlight doesn’t provide as much heat. The moon balances the climate, however, making it snow often, but rarely freeze.
Each of the three cities is set with an alignment. North is for the light, the south for dark, and the center the neutral, or justice of sorts. The center has a greatly pivotal role. It’s massive gates and fortresses attempt to keep dark-walkers out of the light-walker rings, for both sides well being. They seek only order, as they know if either side were to win, they would also die. The forces of light and dark have their ways to get in and out of each city, however.
The cities are not bound to one alignment, mind you. You can be a dark-walker and still live in the earth, using colder powers for evil, or, you can be a light walker, and use the hotter powers of the south for good. This is not common, but quite possible. The cities have been stereotyped by the masses in the central city, and the guard has become aware of the various alignments.
RULES ARE AS FOLLOWED:
They are quite simple really. The cities are customizable. With the above information, you can gain a basic idea of each city, but it is up to you to roleplay buildings and places in each city. In this way, you as a player can make up areas around each city that follow the logical guides (The north is cold, and full of elves, because elves are good. The south is bad, hot, and full of drow). Also, the moons control the magic. Even the immortals (Elissa in this case) has to rely on the three moons to have any power at all. That is why it is hard for an evil person to live in the north, because the Golden Moon (Good moon) is almost always shining down on it. Your character can be born in many ways. They can be immigrants from the east or west, or be home-bred in a city of your choice (You must designate where, however. West of the evil place. East of the good place. It doesn’t matter). Otherwise, you are free to design a plot and a situation. Have fun!
Everhath is a Continent based up of three regions. Its western borders are oceanic. There are many smaller dock cities there, all of which pertain and serve the central and largest city. In them come a variety of people, ranging in both race and class. Some classes are a collaboration of merchants, warriors, students, explorers, and more. The eastern border is marked by a line which divides forest and desert. The Desert region is uninhabitable by most life. Even if it were for some, there are no recourses or means of profit for thousands of miles. There are prison cities in the desert, however, which contain victims of government scandal – they are there not because they broke a law, but because they need to be kept quiet. Because of those prisons, rumors are locked up, and much-needed fear left secluded.
There are three major cities. Around them is a circular territorial zone which fades away slowly. These territories are marked with the Moons. There are likewise three moons. The first is a large gray planet which absorbs most light from the sun (which is quite distant), and gives the planet the extra heat and light it needs to maintain life. It’s most specific targets lie around the central city, though its light reaches all ends of Everhath. The second is a dark moon with a red glow. Because of its molten surface, it gives off a greater amount of heat, and also causes tides to lower. It focuses on the southern city most of all, scorching the land into a desert of its own; however, it is black with industry. Miners have found that the southern lands of Everhath provide a great amount of heat energy. The third moon is a golden moon which absorbs light, but reflects little of it. Its focus is on the northern city. Because of the location, the sunlight doesn’t provide as much heat. The moon balances the climate, however, making it snow often, but rarely freeze.
Each of the three cities is set with an alignment. North is for the light, the south for dark, and the center the neutral, or justice of sorts. The center has a greatly pivotal role. It’s massive gates and fortresses attempt to keep dark-walkers out of the light-walker rings, for both sides well being. They seek only order, as they know if either side were to win, they would also die. The forces of light and dark have their ways to get in and out of each city, however.
The cities are not bound to one alignment, mind you. You can be a dark-walker and still live in the earth, using colder powers for evil, or, you can be a light walker, and use the hotter powers of the south for good. This is not common, but quite possible. The cities have been stereotyped by the masses in the central city, and the guard has become aware of the various alignments.
RULES ARE AS FOLLOWED:
They are quite simple really. The cities are customizable. With the above information, you can gain a basic idea of each city, but it is up to you to roleplay buildings and places in each city. In this way, you as a player can make up areas around each city that follow the logical guides (The north is cold, and full of elves, because elves are good. The south is bad, hot, and full of drow). Also, the moons control the magic. Even the immortals (Elissa in this case) has to rely on the three moons to have any power at all. That is why it is hard for an evil person to live in the north, because the Golden Moon (Good moon) is almost always shining down on it. Your character can be born in many ways. They can be immigrants from the east or west, or be home-bred in a city of your choice (You must designate where, however. West of the evil place. East of the good place. It doesn’t matter). Otherwise, you are free to design a plot and a situation. Have fun!