Difference between revisions of "Island of Eternity"

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The crystal on the island seems to give off a strange kind of power. Wizards, sorcerers and more scientists are still debating why the land is so rich, what the influence of the crystal is, and where the crystal came from.
 
The crystal on the island seems to give off a strange kind of power. Wizards, sorcerers and more scientists are still debating why the land is so rich, what the influence of the crystal is, and where the crystal came from.
 
+
<br><br>
 
===The Great Cataclysm===
 
===The Great Cataclysm===
  
 
This is what the Elves call the time period they were ripped from their homeworld. As they were ripped from their homeworld the veils between the planes were torn and creatures from the other planes leaked into that of the Elves. The Elves had to defend themselves against this invasion and many were lost before they finally rested on Arkaz. This was before their discovery of Toloira.
 
This is what the Elves call the time period they were ripped from their homeworld. As they were ripped from their homeworld the veils between the planes were torn and creatures from the other planes leaked into that of the Elves. The Elves had to defend themselves against this invasion and many were lost before they finally rested on Arkaz. This was before their discovery of Toloira.
 
+
<br><br>
 
==General==
 
==General==
 
From king to commoner it is mostly a benevolant society and great respect for nature and the land. Each person has their functions to fulfill and most are not envious or jealous of one another's station in life since each person tends to the land in some way.
 
From king to commoner it is mostly a benevolant society and great respect for nature and the land. Each person has their functions to fulfill and most are not envious or jealous of one another's station in life since each person tends to the land in some way.
 
Recently "outsiders" have started visiting Toloira a lot more frequently.  The Elves are, in general, still a little Xenophobic regarding non-Toloirans, but they are slowly changing to be more accepting of other people.
 
Recently "outsiders" have started visiting Toloira a lot more frequently.  The Elves are, in general, still a little Xenophobic regarding non-Toloirans, but they are slowly changing to be more accepting of other people.
 
+
<br><br>
 
==Religion==
 
==Religion==
 
The Elves of the Old world believed in a One True Divine entity that encompassed everything. Since being pulled from their home and landing on Arkaz they have lost touch with that entity. Some of the older Elves still worship the old god, some have lost their faith. Since most have a great respect for nature still they abhor things unnatural, necromantic, and negative energies.
 
The Elves of the Old world believed in a One True Divine entity that encompassed everything. Since being pulled from their home and landing on Arkaz they have lost touch with that entity. Some of the older Elves still worship the old god, some have lost their faith. Since most have a great respect for nature still they abhor things unnatural, necromantic, and negative energies.
 
+
<br><br>
 
==Toloira Island==
 
==Toloira Island==
<div style="text-align: center;">
+
{|border="0" cellspacing="0" cellpadding="0" width="100%"
[[Image:Toloira.jpg|640px]]
+
|- align="center"  
</div>
+
| [https://drive.google.com/open?id=1rKhjc7EhZVeyB3DRbAFDpsnvyIpdorSL Toloira]
 +
|}
 +
<br><br>
  
 
==Toloira Cities==
 
==Toloira Cities==
Line 75: Line 77:
 
Many forest products and unusual plants from Shal'Tirr Lake.
 
Many forest products and unusual plants from Shal'Tirr Lake.
 
|}
 
|}
 
+
<br><br>
===Ral'Yenn'em===
+
===New Ral'Yenn'em===
 
{|border="2" cellspacing="0" cellpadding="4" width="100%"
 
{|border="2" cellspacing="0" cellpadding="4" width="100%"
 
|-
 
|-
 
|
 
|
Regional city in area B, exports northern coastal and forest products and unusual animal meat. Has the highest concentration of Ghost Elves. Sits on the southeastern edge of the North frozen lands. Early in the settling of Toloira a great Sea Monster attacked the newly growing town and demolished it. Count Amalamne was amoung the town's defenders who battled the monster but was eaten by it and his body never recovered. The Sea Monster left and the town was rebuilt for the most part and a statue of the Count was erected to memorialize him. It has been many years since then and the Countess still rules there. They have constant problems with Snowbolds and Frozen Orcs.
+
Regional city in area B, exports northern coastal and forest products and unusual animal meat. Has the highest concentration of Ghost Elves. Sits at the joining of two rivers, originating in the mountains to the west, which flows east to the sea.
 +
 
 +
Approx population:
 +
100
  
[[Image:Ralyennem.jpg]]
 
  
 
====Nobility====
 
====Nobility====
Line 92: Line 96:
 
Northern coastal and forest products and unusual animal meat.
 
Northern coastal and forest products and unusual animal meat.
 
|}
 
|}
 +
<br><br>
 +
 +
  
 
===Dre'Farra'em===
 
===Dre'Farra'em===
Line 113: Line 120:
 
Plains farm products and unusual southern coastal items.
 
Plains farm products and unusual southern coastal items.
 
|}
 
|}
 
+
<br><br>
 
===Mir'Nossr'em===
 
===Mir'Nossr'em===
 
{|border="2" cellspacing="0" cellpadding="4" width="100%"
 
{|border="2" cellspacing="0" cellpadding="4" width="100%"
 
|-
 
|-
 
|
 
|
Regional city in area C sitting upon plains and cliffs overlooking the western sea. Exports a lot of plains farm products. Has the highest concentration of Sun Elves. The western coast gets a lot of wind coming off the sea so most buildings are constructed with curved architecture.
+
Regional city in area C sitting upon plains and cliffs overlooking the western sea. This was the first city to be established on Toloira and became the first capitol city of the elves until Shal'Tirr'em was established and the king built a castle there. Exports a lot of plains farm products. Has the highest concentration of Sun Elves. The western coast gets a lot of wind coming off the sea so most buildings are constructed with curved architecture.
  
 
Approx population:
 
Approx population:
Line 133: Line 140:
 
Plains farm products.
 
Plains farm products.
 
|}
 
|}
 
+
<br><br>
 
===Hemol'sham===
 
===Hemol'sham===
 
{|border="2" cellspacing="0" cellpadding="4" width="100%"
 
{|border="2" cellspacing="0" cellpadding="4" width="100%"
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|
 
|
 
Village in area D1, exports forest products. Has the highest concentration of Wood Elves.
 
Village in area D1, exports forest products. Has the highest concentration of Wood Elves.
 +
 +
Approx population:
 +
250
 +
 +
[[Image:Hemol%27sham.jpg]]
  
 
====Nobility====
 
====Nobility====
Line 149: Line 161:
 
Unusual forest products.
 
Unusual forest products.
 
|}
 
|}
 
+
<br><br>
 
===Trade===
 
===Trade===
 
Trade between the communities is via caravans using roads across the lowlands. Generally the mountains are not passable by caravans, but there are a few mountain passes that adventurers may use. A small dock at the mouth of the Shal'Tirr'ol, which flows between section A and D1, has a boat going to Grubbins Port.
 
Trade between the communities is via caravans using roads across the lowlands. Generally the mountains are not passable by caravans, but there are a few mountain passes that adventurers may use. A small dock at the mouth of the Shal'Tirr'ol, which flows between section A and D1, has a boat going to Grubbins Port.
 
+
<br><br>
 
===Intraisland Travel===
 
===Intraisland Travel===
 
Free travel is mostly done on foot following established roads.  For some specific destinations Tigers can be ridden for a small fee.  Fast travel between towns, by individuals, is via Wyvern riding for a modest fee. Each major town has a Wyvern Tower where the Wyverns are kept and trained by Handlers.  The towers are tall for ease of landing and to keep the Wyverns away from the general populous.
 
Free travel is mostly done on foot following established roads.  For some specific destinations Tigers can be ridden for a small fee.  Fast travel between towns, by individuals, is via Wyvern riding for a modest fee. Each major town has a Wyvern Tower where the Wyverns are kept and trained by Handlers.  The towers are tall for ease of landing and to keep the Wyverns away from the general populous.
 +
{|border="2" cellspacing="0" cellpadding="4" width="100%"
 +
|- align="center"
 +
|[[Image:Toloiratigers.jpg]]
 +
|[[Image:Toloirawyverns.jpg]]
 +
|}
 +
<br><br>
 +
==Points of Interest not in cities==
 +
===The World Stone===
 +
It is guarded by an "outsider" Elf named [[Da'emona]].
 +
<br><br>
 +
===Archer Academy===
 +
The Archer Academy sits at a crossroads in the forest to the west of Shal'Tirr'em.  This is the primary location Archers go to train.  Many archers follow the paths to combine Magic (those who have the ability) with Archery to become the deadly Arcane Archers.
  
==Points of Interest not in cities==
 
===The Island Crystal===
 
 
{|border="2" cellspacing="0" cellpadding="4" width="100%"
 
{|border="2" cellspacing="0" cellpadding="4" width="100%"
|-
+
|- align="center"
 
|
 
|
High up in the mountains within a crater lies the Island Crystal of Toloira.  It is guarded by an "outsider" Elf named Da'emona.
+
[[Image:Archeracademy.jpg]]
 
|}
 
|}
 +
<br><br>
 +
===School of Necromantic Arts===
 +
The School of Necromantic Arts is located somewhere along the eastern coast.  Most Toloirans disdain what goes on there and they do not go there so its location is only generally known.  The school has an agreement with the King to exist and the laws of Toloira are clear as to the practices they are allowed.
 +
Members of this school are not allowed to become members of the Shal'Tirr'em Mage school at the same time.
  
===Archer Academy===
 
 
{|border="2" cellspacing="0" cellpadding="4" width="100%"
 
{|border="2" cellspacing="0" cellpadding="4" width="100%"
|-
+
|- align="center"
 
|
 
|
The Archer Academy sits at a crossroads in the forest to the west of Shal'Tirr'em.  This is the primary location Archers go to train.  Many archers follow the paths to combine Magic (those who have the ability) with Archery to become the deadly Arcane Archers.
+
[[Image:Sona.jpg]]
 
 
<div style="text-align: center;">
 
[[Image:Archeracademy.jpg]]
 
</div>
 
 
|}
 
|}
 
+
<br><br>
===School of Necromantic Arts===
+
===Ruins of Ral'Yenn'em===
 
{|border="2" cellspacing="0" cellpadding="4" width="100%"
 
{|border="2" cellspacing="0" cellpadding="4" width="100%"
 
|-
 
|-
 
|
 
|
The School of Necromantic Arts is located somewhere along the eastern coast. Most Toloirans disdain what goes on there and they do not go there so its location is only generally known.  The school has an agreement with the King to exist and the laws of Toloira are clear as to the practices they are allowed.
+
This was the original Ral'Yenn'em.
Members of this school are not allowed to become members of the Shal'Tirr'em Mage school at the same time.
+
With the recent sacking and subsequent occupation of the city by the Rising Eclipse, most of the buildings, aside from the keep, are destroyed and it was one of the Rising Eclipse strongholds.
 +
 
 +
It is now an uninhabitable place.
  
<div style="text-align: center;">
+
[[Image:Ralyennem.jpg]]
[[Image:Sona.jpg]]
 
</div>
 
 
|}
 
|}
 +
<br><br>
  
 
==OOC: Starting a new PC with a Toloira background==
 
==OOC: Starting a new PC with a Toloira background==
 +
These guidelines may be expanded as necessary.
 +
 
You can select any of the Elf sub races (as long as it has elf in the name) when creating a PC via the Custom Race Golem on the Islands module. The above IC information are general guidelines for selecting a birthplace and to help you develop your character's backstory. Each type of sub-elf exists in each of the primary cities, just the sub-elf that is the majority is indicated for each city.
 
You can select any of the Elf sub races (as long as it has elf in the name) when creating a PC via the Custom Race Golem on the Islands module. The above IC information are general guidelines for selecting a birthplace and to help you develop your character's backstory. Each type of sub-elf exists in each of the primary cities, just the sub-elf that is the majority is indicated for each city.
  
New Player Characters are currently not eligible to start out as Royalty or Nobility. This is a reward in itself and something the PC can work towards which brings its own prestige. Options for a notable family parent can include, but are not limited to, wealthy merchant, master crafter, a retired officer of a particular city's guard....
+
New Player Characters are currently not eligible to start out as Royalty, Nobility, nor anyone with, or had, power or influence. This is a reward in itself and something the PC can work towards which brings its own prestige. Options for a notable family parent can include, but are not limited to, moderately wealthy merchant, master crafter, a retired officer of a particular city's guard.... Use common sense. If you have no common sense, run your idea by the DM team [mailto:dms@arkaz.com dms@arkaz.com] .
  
 
Also, new Player Characters are from the new generation of Elves and only know Toloira; they did not exist on the old world so have no memories of it, only stories passed down from parents and other elders.
 
Also, new Player Characters are from the new generation of Elves and only know Toloira; they did not exist on the old world so have no memories of it, only stories passed down from parents and other elders.
  
If you have a specific concept in mind that is not covered here, run it by the DM team.
+
If you have a specific concept in mind that is not covered here, run it by the DM team [mailto:dms@arkaz.com dms@arkaz.com] .
 
+
<br><br>
 
==OOC: Starting a new PC with a non-Toloira background==
 
==OOC: Starting a new PC with a non-Toloira background==
 
Any PC race can wash up on Toloira, and normal rules apply.
 
Any PC race can wash up on Toloira, and normal rules apply.
 
+
<br><br>
 
[[Category:Location]]
 
[[Category:Location]]

Latest revision as of 12:06, 10 March 2020

Islands

{{#dpl:

category=Island skipthispage=0 notnamespace=Category distinct=false

}}

Lore
Categories
Island of Eternity
Primary Race Elf
Population 10000
Primary Export Wood Products


History

A study of Toloira (Island of Eternity) by Alvin Shr'ug (translated from elvish):

The island that is called by the Elves "Toloira" (which means "The Island of Eternity") has a rich source of minerals, gems, plants and animals. It is no wonder when the first elf landed on this island his breath was taken away and he stayed there.

If you walk through the Island there are a lot of rare plants and creatures around. In the middle of the Island there is a big crystal that has a strange bright glow around it. After a long study it seems like the crystal wasn't always there when the Island was formed, but somehow it came there - almost as if it fell from the sky.

More study of the ground it indicates that the ground was not always as fertile as it is now. At the moment the crystal came on the Island the ground seemed to grow richer.

A lot of elves heard about an Island, a paradise on earth and started looking for Toloira. Some indeed found it... some got lost. The elves who found it remained on the island and built wondrous cities there.

The crystal on the island seems to give off a strange kind of power. Wizards, sorcerers and more scientists are still debating why the land is so rich, what the influence of the crystal is, and where the crystal came from.

The Great Cataclysm

This is what the Elves call the time period they were ripped from their homeworld. As they were ripped from their homeworld the veils between the planes were torn and creatures from the other planes leaked into that of the Elves. The Elves had to defend themselves against this invasion and many were lost before they finally rested on Arkaz. This was before their discovery of Toloira.

General

From king to commoner it is mostly a benevolant society and great respect for nature and the land. Each person has their functions to fulfill and most are not envious or jealous of one another's station in life since each person tends to the land in some way. Recently "outsiders" have started visiting Toloira a lot more frequently. The Elves are, in general, still a little Xenophobic regarding non-Toloirans, but they are slowly changing to be more accepting of other people.

Religion

The Elves of the Old world believed in a One True Divine entity that encompassed everything. Since being pulled from their home and landing on Arkaz they have lost touch with that entity. Some of the older Elves still worship the old god, some have lost their faith. Since most have a great respect for nature still they abhor things unnatural, necromantic, and negative energies.

Toloira Island

Toloira



Toloira Cities

Shal'Tirr'em

Capitol city of Toloira, Royal family and Extended family live here, exports many forest products and unusual plants from Shal'Tirr Lake. Has the highest concentration of High Elves. Sits on the southeastern edge of the northwestern mountain range and the Shal'Tirr lake. The town is fairly good-sized and supports many master crafters, an inn, and a mage school that has access to their own form of higher mage ability enablement. The town and surrounding forest are constantly overrun with hostile wisps.

Approx population: 3800

Shaltirrem.jpg

The Royal Family

  • King Galenduil Di'retholyan
  • Queen Vilmawen Di'retholyan
  • Princess Lomothrawien Di'retholyan
  • Prince Aneldur Di'retholyan

King's Seal King.jpg

Extended Family

  • Duke Urebriand Galisur is the Queen's brother, runs the military of Toloira.
  • Duchess Elriel Galisur is wife to the Duke.

Duke's Seal Duke.jpg

Nobility

  • Earl Legebrlmar Zyrustine - Military responsibility for the land designated A, reports to the Duke, lives in a keep outside the town of Shal'Tirr'em.
  • Countess Mebrithiel Zyrustine - wife of Earl.

Earl's Seal Earl.jpg

Mage School

The Mage School in Shal'Tirr'em is the main place aspiring young mages from around the island go to learn the ways of the arcane. The school is free so long as the mages return the favor by enlisting in the Toloira Guard (any city) to help protect their homeland from all threats, for at least 4 years of service. Once a mage can cast 5th level spells they are dismissed from the shcool. A few Senior Mages and higher do sometimes remain at the school to teach young mages. Members of the Mage school are not allowed to be members of the School of Necromantic Arts at the same time.

Exports

Many forest products and unusual plants from Shal'Tirr Lake.



New Ral'Yenn'em

Regional city in area B, exports northern coastal and forest products and unusual animal meat. Has the highest concentration of Ghost Elves. Sits at the joining of two rivers, originating in the mountains to the west, which flows east to the sea.

Approx population: 100


Nobility

  • Countess Hedithien Amalamne - Military responsibility for the land designated B, husband was killed in a battle against a monster from the sea, reports to the Duke.

Count's Seal Count2.jpg

Exports

Northern coastal and forest products and unusual animal meat.




Dre'Farra'em

Regional city in area D, exports a lot of plains farm products and unusual southern coastal items. Has the highest concentration of Moon Elves.

Approx population: 2800

Drefarraem.jpg

Nobility

  • Earl Celorfildur Aloufin - Military responsibility for the land designated D, reports to the Duke.
  • Countess Belenia Aloufin - wife of Earl.

Earl's Seal Earl3.jpg

Exports

Plains farm products and unusual southern coastal items.



Mir'Nossr'em

Regional city in area C sitting upon plains and cliffs overlooking the western sea. This was the first city to be established on Toloira and became the first capitol city of the elves until Shal'Tirr'em was established and the king built a castle there. Exports a lot of plains farm products. Has the highest concentration of Sun Elves. The western coast gets a lot of wind coming off the sea so most buildings are constructed with curved architecture.

Approx population: 1800

Mirnossrem.jpg

Nobility

  • Earl Morfindur Feiwalle - Military responsibility for the land designated C, never married, reports to the Duke.

Earl's Seal Earl2.jpg

Exports

Plains farm products.



Hemol'sham

Village in area D1, exports forest products. Has the highest concentration of Wood Elves.

Approx population: 250

Hemol'sham.jpg

Nobility

  • Count Anyndir Nailaben - Military responsibility for the land designated D1, reports to Earl Aloufin.
  • Countess Delenia Nailaben - wife of the Count.

Count's Seal Count3.jpg

Exports

Unusual forest products.



Trade

Trade between the communities is via caravans using roads across the lowlands. Generally the mountains are not passable by caravans, but there are a few mountain passes that adventurers may use. A small dock at the mouth of the Shal'Tirr'ol, which flows between section A and D1, has a boat going to Grubbins Port.

Intraisland Travel

Free travel is mostly done on foot following established roads. For some specific destinations Tigers can be ridden for a small fee. Fast travel between towns, by individuals, is via Wyvern riding for a modest fee. Each major town has a Wyvern Tower where the Wyverns are kept and trained by Handlers. The towers are tall for ease of landing and to keep the Wyverns away from the general populous.

Toloiratigers.jpg Toloirawyverns.jpg



Points of Interest not in cities

The World Stone

It is guarded by an "outsider" Elf named Da'emona.

Archer Academy

The Archer Academy sits at a crossroads in the forest to the west of Shal'Tirr'em. This is the primary location Archers go to train. Many archers follow the paths to combine Magic (those who have the ability) with Archery to become the deadly Arcane Archers.

Archeracademy.jpg



School of Necromantic Arts

The School of Necromantic Arts is located somewhere along the eastern coast. Most Toloirans disdain what goes on there and they do not go there so its location is only generally known. The school has an agreement with the King to exist and the laws of Toloira are clear as to the practices they are allowed. Members of this school are not allowed to become members of the Shal'Tirr'em Mage school at the same time.

Sona.jpg



Ruins of Ral'Yenn'em

This was the original Ral'Yenn'em. With the recent sacking and subsequent occupation of the city by the Rising Eclipse, most of the buildings, aside from the keep, are destroyed and it was one of the Rising Eclipse strongholds.

It is now an uninhabitable place.

Ralyennem.jpg



OOC: Starting a new PC with a Toloira background

These guidelines may be expanded as necessary.

You can select any of the Elf sub races (as long as it has elf in the name) when creating a PC via the Custom Race Golem on the Islands module. The above IC information are general guidelines for selecting a birthplace and to help you develop your character's backstory. Each type of sub-elf exists in each of the primary cities, just the sub-elf that is the majority is indicated for each city.

New Player Characters are currently not eligible to start out as Royalty, Nobility, nor anyone with, or had, power or influence. This is a reward in itself and something the PC can work towards which brings its own prestige. Options for a notable family parent can include, but are not limited to, moderately wealthy merchant, master crafter, a retired officer of a particular city's guard.... Use common sense. If you have no common sense, run your idea by the DM team dms@arkaz.com .

Also, new Player Characters are from the new generation of Elves and only know Toloira; they did not exist on the old world so have no memories of it, only stories passed down from parents and other elders.

If you have a specific concept in mind that is not covered here, run it by the DM team dms@arkaz.com .

OOC: Starting a new PC with a non-Toloira background

Any PC race can wash up on Toloira, and normal rules apply.