Post by Taiska on Jun 3, 2021 17:18:48 GMT
I'll get around to finishing this eventually, I'm just going to copy paste what I have. This is mainly to show what I have, I'll fix stuff later.
Three artifacts.... Given to the heros of old, to defend their kingdom from the creatures that roam this mighty land. Three heros stood against the relentless darkness, two were born from Coril, the other... Of unknown origin.... The three stood against the endless horde of darkness, forming an impenetrable fortress around the land they loved. One of the heros, who was unknown in origin, went out to fight the leader of the onslaught. He stood at the edge of the swirling purple portal and leapt in, looking to finally end this terror.
He, himself descended into the darkness for the sake of his loved ones, and everyone who depended on him. In the next few days, the fighting between human and the creatures of the Darkness raged on, steel clashed against the evil. Their defenses began to slowly drop, being weakened immensely by the missing power of one hero. They began to lose hope, women began to cower inside of their homes as their husbands died outside, and the king became anxious. The next day, a big red beam shot upward, out of the dark portal that the creatures were spawning from.
In about a week, the darkness lifted, and prosperity was returned to the kingdom. People of all ages went outside of the gates for the first time in a few years... The only one who didn't return was the one hero who descended into the Darkness... Apparently he gave his own life to ensure the freedom of his land, and afterwards, the king declared that the land was to be renamed after him, Coril... The name of the man who have his very life for the sake of everyone.
A hundred years later, the chains that bound the evil entity had broken, and the darkness once again threatened to overcome Coril. Little children ran in fear of the monsters that invaded the streets of their once peaceful homes. Entire villages were ransacked by the inescapable evil, and many more were sure to follow.
The king of Coril had fallen, pushing his daughter to take refuge in an outlieing village, Jinku, that bordered the next country of Narin. There, the princess was ambushed by assassins, sent from the army of darkness. Her elite vanguard was able to hold off the assassins long enough, so that she could make her escape. While on a strange road in Narin, she came across a man, sleeping against a tree. This man looked weathered, and completely starved, to the point where his ribs were beginning to show.
She woke this mysterious man, and asked him what he was doing in a place like this. He had no clue himself, for he had lost his memory, and had recollection of nothing but his name... Kodac. She explained her peril to him, and asked for his help, to reclaim her spot on the throne of Coril, but most importantly... To exact revenge for her father's death... For she couldn't do it on her own, she would need someone to help her.
The man accepted and offered her his sword, then the pair traveled to the back to the village, Jinku. The village had been ransacked as the two searched the burning remains of the once lively settlement. Bodies littered the ground, women, children and men were all inside of the mix, none safe from the horror of the Darkness. A look of fear was instilled in every one of their faces, assuming that their face hadn't been mauled. Their next course of action was to be decided after they finished searching for survivors, to head toward the second most defensible town in Coril... Hein.
In the town of Hein, a hand full of survivors and elite soldiers sketch together a course of action, to take down the evil that has plauged the nation. Two of these soldiers, had descended from the heros of old, but they hadn't realized it just yet. Their artifacts have yet to show, and who would guess that they would have this power that the heros of old had? The creatures of the Darkness pound on the gates of the city, trying to force their way in. The people of Hein are scared, and desperate for something to come and help them, or they will likely fall, as many of the cities had already done.
The quest to regain Coril from this evil has begun, the artifacts from the heros would not activate unless they are needed, in a time of calamity... The time may be near...
Towns:
Drago - One of the smallest cities. It's located on black Isle. Warriors that hail from here are usually skilled at sailing and very calm in battle. The first thing that people notice when they travel to Drago is the crystal clear waters of Black bay. The houses are made of crude stick huts to medium sized brick abodes. In the middle of the town square, a small figurine of a dragon stands, spewing water.
1. Town Square: This is the center of Drago, most people will pass the famous dragon statue in the middle of the square. Wealthy merchants, cut-purses, thugs, pirates, and sailors are all welcome in the town. From here, Dragon's Mouth can be seen in the distance, frigates and galleons docked at the great port. To the right, one would see the Town hall, a medium sized building, made of stone. It's exterior is adorned with dark grey banners with a white dragon on the front, the beast baring it's fangs at all who pass in front of the grand building. To the left, would lead a person through the Merchant's District, and eventually to the Housing Area.
2. Black Bay: This enormous body of water spans about half of a mile inland, making a crescent shape. Boats heading out to sea, or coming into Drago, would have to come in through this bay. The water in this bay is so clear, that you can see at least 15' into the water. This is also a favored fishing spot for a lot of the locals, for some of the sea fish swim into the waters of Black Bay. This body of water is located on the west side of Drago.
3. Vagren Ocean: This vast body of water surrounds Coril, and is the grave to many a brave sailor, trying to sail into the unknown. The water is deep and blue, and vastless. A stretch of land can be seen about 20 miles south, but no-one has ventured there, in fear of the Curse of Captain Sarina, which is said to sink any ship which tries to approach the land.
4. Housing area: The homes here are crude, but make for decent shelter. Residents often come home drunk off of the rum sold at the Tavern in town. As one walks down the main road, they would see the many houses erected on both sides of the wide, pebbled road.
5. Drunken Drake Tavern: This fine establishment is located right before you hit the Housing Area. Rum and mead is sold cheaply here, and the patrons are all abuzz with some sort of sailor's tune. As one walks in, the stale smell of alcohol hits one straight in the face, repulsive to some, but alluring to others. If you asked the barkeep for a room, or a fresh meal, he would happily oblige, but the meals aren't worth the silver you pay for 'em. Burnt fish and some bread, but the rooms are fairly nice, and moderately spacious.
6. Dragon's Mouth (port): This massive dock is located on the inside of the crescent, made by Black Bay. This port is the only major entrance to Drago, so boat traffic in the area is very large. Merchants and sailors can be seen coming in and out of this place day and night. The smell of fish is present, as one approaches the docks, one of the main ways people know that they are headed the right direction toward the pier. The fish smell soon fades, and gives way to the wondrous smell of the ocean.
7. Town Hall: The exterior of this fine establishment is adorned with the banners of Drago, posted for all to see. When one enters the Town Hall, the seat of Drago's Earl was positioned against the far wall, facing the door. More banners hung along the inside, along with several blades and axes adorning the walls.
8. Merchant's District: The Merchant's District is found when one takes a left at the town square. This section of Drago is bustling with talk of trade, and the chaos of thieves stealing someone's purse. The quality of the stores ranged from elegant, stone buildings, to small, wooden stalls.
9. Starknight Straight: This body of water separates Drago from Coril. The waters here are infested with sharp rocks, looking to sink a ship in the blink of an eye. Only a skilled sailor can make the voyage between the two.
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Gerion (second largest city) - This city is one of the main trade routes in the "Coril triangle". Not many people from this area are warriors. This city is very prosperous due to the trade that comes through the town, making almost all of the buildings high quality stone. The only part of the town that is even a little fortified is the Library.
1. Town Square: The Darkness has taken over the once peaceful town, leaving nothing but tatters of clothing and blood splatters on the ground. Ominous dark clouds permanently loom over the once prosperous town, announcing that the darkness had taken this city. People used to walk in this very square, but now, the only inhabitants are savage beasts, hell bent on killing anything that they see. All of the buildings are wrecked, torn down by the vicious beasts of the Darkness.
2. The Wilderness: The plains of Gerion used to teem with life, that all changed when the Darkness came. Some of the animals sensed something wrong, and fled the area plains, others were slaughtered where they stood. This flat expanse of land now shows nothing, except for a rabbit, every now and then.
3. Town Hall: The banners that once hung over the Town hall are no longer visible, from all of the blood splattered over the azure cloth. The door into the hall was splintered, letting one look straight inside at the overturned seat of the Earl. These once great walls now wear a different color, one of death and destruction. A couple of beasts of the Darkness are said to have made the place their residence.
4. Merchant's District: Recently killed, decomposing bodies line the streets to the Merchant's District. Beasts of the Darkness still pound on the doors of the more fortified shops, trying to get to the survivor inside. Most of the shops had already been busted open, their owner's and patrons killed.
5. Housing Area: One could hardly look at the horror that this place presented. Cries of the damned fills the air with an eerie sense of gloom, as one proceeds onward. Splinters of wood, and shards of stone adorn the cobblestone street, as well as the remains of countless innocents. A man comes sprinting down the road, before he is pounced on by one of the creatures. The sound of his demise is followed by a loud crunching and slurping noise.
6. Library: This once great archive of knowledge now has it's great iron doors closed. Creatures of the Darkness stand outside, trying to bust down the doors to the temporary safe house. Several survivors pray within to any god that can hear them, to please deliver them from this suffering. A messenger managed to slip out the back, with a message to Hein, saying that there are survivors in Gerion inside of the Library. It wouldn't be long until the creatures knocked the iron doors down. Volumes of all age adorn the inside of this woderously preserved Library.
7. Starknight Strait: This body of water separates Drago from Coril. The waters here are infested with sharp rocks, looking to sink a ship in the blink of an eye. Only a skilled sailor can make the voyage between the two.
8. Ferrow's Landing (port): Boats float in the pier with no-one to sail them, all of their sailors dead or have fled. Creatures of the Darkness feed on the bodies of the recently deceased. The usual smell of the ocean is replaced by the heavy stench of blood, appropriate to the amount carnage in the surrounding area.
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Hein-This city is one of of the trade routes in the "Coril triangle". Its position on the Sun sect river gives makes it a valuable asset in Coril. Many people from the mountains come to trade their goods here. Hein's defenses are adequate because of the occasional raid party lead on their town. The seven foot thick stone walls extend the entire perimeter of the city and reach a height of 15'. The gate is usually open to the populace, but closed in times of need. The homes around are usually brick or stone houses.
1. Town Square: Untouched by the blight surrounding the town, the middle of the town shines as a beacon of hope for all. The statue of a warrior, whose name had long since been forgotten stands in the center of the square, in his left hand, sat an enormous long sword, and his right arm was folded across his chest, in a salute. The statue's gaze was fixed upward, toward the gods themselves. Directly in front of the proud warrior, was the direction of the Merchant's District, the last of the esteemed merchants peddling the last of their wares. Behind the man, the town hall sat, where several warriors have banded a war council together. To the right of the stone sentinel, was the housing area, and just beyond that, was the barracks, then the drawbridge.
2. Drawbridge: The great wooden structure now stays vertical, due to the threat outside of the city. A crude moat was hastily built as soon as the invasion of the darkness began, but it was never finished. It surrounded the perimeter, but it wasn't deep enough to be filled with water.
3. Town Hall: This is the last hope for the citizens of Coril, a few elite soldiers banded together and made a war council, deciding how to use resources, and calculating actions. The hall retained it's regal looks, save for the weapons, which had been given out to the guards defending the gates. The banner of Hein flew proudly outside, hoping that Hinesgrove would come to help them.
4. Housing Area: The housing area was partially damaged during the first wave of shades that infiltrated the town so long ago. Charred houses are a frequent sight in the city, but due to the lack of lumber, repairs are difficult to achieve. Repairs, if houses are even repaired, are hasty, and are often not full repairs. The citizens protested this, but they were quickly quieted when talk of tossing people outside of the gates came up.
5. Merchant's District: Desperate shopkeepers ardently try to sell their wares, unfazed by the tragedy around them. Shops like forges are required to make arms for the guards for free, but the mountain folk had stopped traveling there, so steel is a rare sight to see.
6. Soldier Barracks: This is where the guards of the gates stay on alert, and take shifts watching the drawbridge. These brave souls have the only weapons in the entire city, and rightfully so, for they are Hein's only defense if the gates fall.
7. Caravan Route: This winding route used to tie all of the towns of the "Coril Triangle" together. This was the main road between all of the towns as well, the dirt packed tightly from all of the carts, which had passed on it.
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Heron - This city has the main port system of Coril. Other than the "Coril triangle", this is one of the best cities for trade. This is also where the majority of Coril's fleet reside. The waters of the Vagren ocean bringing fruitful harvests of fish and plenty of other resources. The homes here are usually crafted in their owner's preference, and the buildings have a touch of gothic influence on them.
1. Town Square: The center of the town used to house a beautiful garden, full of flowers and exotic plants that flourished in the wonderful atmosphere. Voices echoed throughout the small area, children played in the lush green grass as their parents looked over them. When the darkness passed through, creatures infested the narrow streets and began slaughtering the innocent people of the large city. The once jolly children screamed in fear as shades flooded through the courtyard grabbing onto their ankles, and dragging them into the shadows, their screams still echoing throughout the darkness. Now, if visited, Shafen occupy most of the space, still feeding on the entrails of the people they have slain. To the north of this bloodstained area, Heron's famous marshes could be seen, where many people have mysteriously gone missing. To the east, the Merchant's District and Housing Area sit, looking as gloomy as ever, with their gothic architecture. To the south and west, Garret's Dock stretched, boasting the largest port size in all of Coril.
2. The Wilderness: The great marshes occupy the space to the north of Heron, and teem with wildlife in spite of the growing plague of monsters. Don't be fooled though, the marshes house a plethora of deadly creatures that have no relation to the darkness, and some that do.
3. Town Hall: Tatters of the beautiful white flag hung low over the splintered doorway, where the darkness had clawed it's way in. Inside, the shades had made a home, of sorts, a place where all manner of evil lurked. If one were to explore the small establishment, they would find the place void of any life, and blood spattered all over the beautiful walls.
4. Merchant's District:
5. Housing Area:
6. Garret's Dock (port):
7. Vagren Ocean:
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Hinesgrove (capital) - This is the capital city of Coril. All dealings circle through here, before the darkness swallowed it of course. The last city of the "Coril Triangle". This city is by far the most prosperous and well defended town. The walls rise to above 25' and the thickness of the walls is about 10'. The castle Rises high above all of the other buildings in the city. The castle has it's own drawbridge, as well as the one in the city, making it very hard to get into the castle. The castle is also surrounded in a moat, this moat has large, wooden spikes in them, to impale those who wish to cross. Some of the buildings in town could be considered wonders of architecture, because of the famous architects that designed and built them.
1. Drawbridge (to enter Hinesgrove):
2. Town Square:
3. The Wilderness:
4. Town Hall:
5. Merchant's District:
6. Housing Area:
7. Soldier's Barracks:
8. The Starsect River:
9. Castle Veron:
10. Drawbridge (to enter Castle Veron):
11. Slums:
12. Dungeon:
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Junkai - A secluded village near the border of Narin. Nothing of importance is here. This village is probably the poorest of the 7 towns of Coril. Most of the houses are made of sticks and mud and the occasional log cabin. This area provides most of the lumber for Coril, along with Shuzen of course. Sometimes a caravan from Narin passes through the village, giving it much needed revenue.
1. Town Square:
2. The Wilderness:
3. Town Hall:
4. Merchant's District:
5. Housing Area:
6. Lumber Mills:
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Shuzen - From this village, most of Coril's minerals and ores come from. The forest around this village is quickly being cut down for lumber, and because of it's seclusion, Shuzen is a poorer city. Most of the houses are makeshift, made from whatever they could pull together. Some of the houses are brick or stone though. This city has the highest crime rate of all of the cities.
1. Town Square:
2. The Wilderness:
3. Town Hall:
4. Merchant's District:
5. Housing Area:
6. The Mines:
7. The Javar Mountains:
8. Thieves Guild:
Regions:
Brown: Mountains
Green: Woodland
Orange: Plains
Red: Marsh
Rivers:
Gray: Moon Sect River
Yellow: Star Sect River
Blue: Sun Sect River
Artifacts: Artifacts are embedded within the person, and have no physical appearance until activated.
Artifact descended from Shirin: When this artifact is activated, it encases the right arm of the user in a red, bone like substance. The user's physical abilities are raised substantially.
Artifact descended from Mirana: When activated, this artifact encases the user's left arm in a blue, Osmium like substance. This artifact channels the user's mental energy and converts it into physical energy. (Magic essentially) It's abilities are limited to fire, earth, and water.
Artifact descended from Coril: When activated, this artifact encases the user's left and right arms in thick, green malachite. This artifact gives the user the ability to spawn objects made out of malachite. To wield such items, the user's physical and mental strength is increased.
If a person uses their artifact too much, they will fall ill. Continued use would result in death, because the artifact is connected with the person's life energy.
(There can only be three.)
The Darkness: The Darkness isn't just any darkness, most of these fiends are human like in form and respond to a central power source. The unknown evil that is controlling them must be stopped, without commands, they will be like robots without power. There are several different types of monsters that spawn from the darkness: Shades, Wraiths, Planewalkers, Hijugen, Shafen, Ningyõ and Deceivers.
Shades: These beings are humanoid creatures, faster than humans and far stronger than any human. They stand about 7'0" in height and weigh around 20 lbs. They look as if someone had taken a shadow and molded it into the form of a human.
Wraiths: These beings are also humanoid creatures. The main difference between a Wraith and a Shade, is that Wraiths use something similar to magic instead of sheer force. These creatures can tap into their own soul and use some of their life force to cast a limited arsenal of spells: Fire, Ice, Wind, and Water. (More detailed list later) These creatures weigh around 10 lbs and stand about 6'5". They look like dark whisps of smoke.
Planewalkers: Planewalkers are creatures of the Darkness that take the form and appearance of a human. These creatures can be extremely dangerous, as they are stronger than Shades, but can be mistaken as humans. Planewalkers stand about 5'10" and usually weigh around 190 lbs.
Hijugen: Hijugen are the highest ranked creatures of the Darkness. They are massive, and nearly impossible to kill. A Hijugen kill has never been recorded. Hijugen usually stand about 10' - 15' in height and weigh 1,000 - 2,000 lbs. They have the appearance of towering masses of decaying flesh. Usually seen when the Darkness launches an assault on an important city.
Shafen: This tall and slender creature has a body that seems to be only of flesh and bones. Despite its weak and fragile appearance, this deadly creature will play with its pray and stalk it, sometimes on all fours. Its long sharp claws indicates that it has a long reach, but the most horrifying fact about these claws; is that the Shafen can use them to dissect it's prey, eating its intestines and drinking its fluids for nutrients. This terrifying monster stands at a height of 7'6-8'3 and a weight of 50-150 lbs, depending on if it has eaten.
Ningyõ: These are hideous creatures made of shadows, it has a humanoid stance but not that of a normal person. They have very skinny features, except for thier head, and their limbs look like bits of charcoal, only about 3 center meters wide. Their head, however, looks like a normal, fully grown adult, and it's the same sort of black charcoal look. It has a big red bandage around its eyes that wrappd around its head, on where the eyes are supposed to be, and there are stitched black crosses which overlap onto on the red bandage. It also has a stitched red mouth which also has a cross over it. They have the power to turn others into dolls if they are killed by its large pair of golden scissors, which always seem to have blood dripping off them. This creature cannot be seen by ones with pure hearts, which gives it the opportunity to kill to them when they least expect it.
Deceivers: Deceivers at first sight is only about a foot tall if it's lucky. It has pale white fur and weighs at about 5Lbs. Innocent enough right? Not exactly. Once it is senses another being's enegry nearby, it turns into a ten foot tall Black\reddish humanoid(depending on gender) that'll try to devour the being that it sensed, then it will revert back to it's innocent form.
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Sections:
Character Sheet:
Cities:
Barracks:
Infirmary:
War Council:
The Wilderness:
Quest Board:
The Chasm:
Sparring Ring:
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Three artifacts.... Given to the heros of old, to defend their kingdom from the creatures that roam this mighty land. Three heros stood against the relentless darkness, two were born from Coril, the other... Of unknown origin.... The three stood against the endless horde of darkness, forming an impenetrable fortress around the land they loved. One of the heros, who was unknown in origin, went out to fight the leader of the onslaught. He stood at the edge of the swirling purple portal and leapt in, looking to finally end this terror.
He, himself descended into the darkness for the sake of his loved ones, and everyone who depended on him. In the next few days, the fighting between human and the creatures of the Darkness raged on, steel clashed against the evil. Their defenses began to slowly drop, being weakened immensely by the missing power of one hero. They began to lose hope, women began to cower inside of their homes as their husbands died outside, and the king became anxious. The next day, a big red beam shot upward, out of the dark portal that the creatures were spawning from.
In about a week, the darkness lifted, and prosperity was returned to the kingdom. People of all ages went outside of the gates for the first time in a few years... The only one who didn't return was the one hero who descended into the Darkness... Apparently he gave his own life to ensure the freedom of his land, and afterwards, the king declared that the land was to be renamed after him, Coril... The name of the man who have his very life for the sake of everyone.
A hundred years later, the chains that bound the evil entity had broken, and the darkness once again threatened to overcome Coril. Little children ran in fear of the monsters that invaded the streets of their once peaceful homes. Entire villages were ransacked by the inescapable evil, and many more were sure to follow.
The king of Coril had fallen, pushing his daughter to take refuge in an outlieing village, Jinku, that bordered the next country of Narin. There, the princess was ambushed by assassins, sent from the army of darkness. Her elite vanguard was able to hold off the assassins long enough, so that she could make her escape. While on a strange road in Narin, she came across a man, sleeping against a tree. This man looked weathered, and completely starved, to the point where his ribs were beginning to show.
She woke this mysterious man, and asked him what he was doing in a place like this. He had no clue himself, for he had lost his memory, and had recollection of nothing but his name... Kodac. She explained her peril to him, and asked for his help, to reclaim her spot on the throne of Coril, but most importantly... To exact revenge for her father's death... For she couldn't do it on her own, she would need someone to help her.
The man accepted and offered her his sword, then the pair traveled to the back to the village, Jinku. The village had been ransacked as the two searched the burning remains of the once lively settlement. Bodies littered the ground, women, children and men were all inside of the mix, none safe from the horror of the Darkness. A look of fear was instilled in every one of their faces, assuming that their face hadn't been mauled. Their next course of action was to be decided after they finished searching for survivors, to head toward the second most defensible town in Coril... Hein.
In the town of Hein, a hand full of survivors and elite soldiers sketch together a course of action, to take down the evil that has plauged the nation. Two of these soldiers, had descended from the heros of old, but they hadn't realized it just yet. Their artifacts have yet to show, and who would guess that they would have this power that the heros of old had? The creatures of the Darkness pound on the gates of the city, trying to force their way in. The people of Hein are scared, and desperate for something to come and help them, or they will likely fall, as many of the cities had already done.
The quest to regain Coril from this evil has begun, the artifacts from the heros would not activate unless they are needed, in a time of calamity... The time may be near...
Towns:
Drago - One of the smallest cities. It's located on black Isle. Warriors that hail from here are usually skilled at sailing and very calm in battle. The first thing that people notice when they travel to Drago is the crystal clear waters of Black bay. The houses are made of crude stick huts to medium sized brick abodes. In the middle of the town square, a small figurine of a dragon stands, spewing water.
1. Town Square: This is the center of Drago, most people will pass the famous dragon statue in the middle of the square. Wealthy merchants, cut-purses, thugs, pirates, and sailors are all welcome in the town. From here, Dragon's Mouth can be seen in the distance, frigates and galleons docked at the great port. To the right, one would see the Town hall, a medium sized building, made of stone. It's exterior is adorned with dark grey banners with a white dragon on the front, the beast baring it's fangs at all who pass in front of the grand building. To the left, would lead a person through the Merchant's District, and eventually to the Housing Area.
2. Black Bay: This enormous body of water spans about half of a mile inland, making a crescent shape. Boats heading out to sea, or coming into Drago, would have to come in through this bay. The water in this bay is so clear, that you can see at least 15' into the water. This is also a favored fishing spot for a lot of the locals, for some of the sea fish swim into the waters of Black Bay. This body of water is located on the west side of Drago.
3. Vagren Ocean: This vast body of water surrounds Coril, and is the grave to many a brave sailor, trying to sail into the unknown. The water is deep and blue, and vastless. A stretch of land can be seen about 20 miles south, but no-one has ventured there, in fear of the Curse of Captain Sarina, which is said to sink any ship which tries to approach the land.
4. Housing area: The homes here are crude, but make for decent shelter. Residents often come home drunk off of the rum sold at the Tavern in town. As one walks down the main road, they would see the many houses erected on both sides of the wide, pebbled road.
5. Drunken Drake Tavern: This fine establishment is located right before you hit the Housing Area. Rum and mead is sold cheaply here, and the patrons are all abuzz with some sort of sailor's tune. As one walks in, the stale smell of alcohol hits one straight in the face, repulsive to some, but alluring to others. If you asked the barkeep for a room, or a fresh meal, he would happily oblige, but the meals aren't worth the silver you pay for 'em. Burnt fish and some bread, but the rooms are fairly nice, and moderately spacious.
6. Dragon's Mouth (port): This massive dock is located on the inside of the crescent, made by Black Bay. This port is the only major entrance to Drago, so boat traffic in the area is very large. Merchants and sailors can be seen coming in and out of this place day and night. The smell of fish is present, as one approaches the docks, one of the main ways people know that they are headed the right direction toward the pier. The fish smell soon fades, and gives way to the wondrous smell of the ocean.
7. Town Hall: The exterior of this fine establishment is adorned with the banners of Drago, posted for all to see. When one enters the Town Hall, the seat of Drago's Earl was positioned against the far wall, facing the door. More banners hung along the inside, along with several blades and axes adorning the walls.
8. Merchant's District: The Merchant's District is found when one takes a left at the town square. This section of Drago is bustling with talk of trade, and the chaos of thieves stealing someone's purse. The quality of the stores ranged from elegant, stone buildings, to small, wooden stalls.
9. Starknight Straight: This body of water separates Drago from Coril. The waters here are infested with sharp rocks, looking to sink a ship in the blink of an eye. Only a skilled sailor can make the voyage between the two.
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Gerion (second largest city) - This city is one of the main trade routes in the "Coril triangle". Not many people from this area are warriors. This city is very prosperous due to the trade that comes through the town, making almost all of the buildings high quality stone. The only part of the town that is even a little fortified is the Library.
1. Town Square: The Darkness has taken over the once peaceful town, leaving nothing but tatters of clothing and blood splatters on the ground. Ominous dark clouds permanently loom over the once prosperous town, announcing that the darkness had taken this city. People used to walk in this very square, but now, the only inhabitants are savage beasts, hell bent on killing anything that they see. All of the buildings are wrecked, torn down by the vicious beasts of the Darkness.
2. The Wilderness: The plains of Gerion used to teem with life, that all changed when the Darkness came. Some of the animals sensed something wrong, and fled the area plains, others were slaughtered where they stood. This flat expanse of land now shows nothing, except for a rabbit, every now and then.
3. Town Hall: The banners that once hung over the Town hall are no longer visible, from all of the blood splattered over the azure cloth. The door into the hall was splintered, letting one look straight inside at the overturned seat of the Earl. These once great walls now wear a different color, one of death and destruction. A couple of beasts of the Darkness are said to have made the place their residence.
4. Merchant's District: Recently killed, decomposing bodies line the streets to the Merchant's District. Beasts of the Darkness still pound on the doors of the more fortified shops, trying to get to the survivor inside. Most of the shops had already been busted open, their owner's and patrons killed.
5. Housing Area: One could hardly look at the horror that this place presented. Cries of the damned fills the air with an eerie sense of gloom, as one proceeds onward. Splinters of wood, and shards of stone adorn the cobblestone street, as well as the remains of countless innocents. A man comes sprinting down the road, before he is pounced on by one of the creatures. The sound of his demise is followed by a loud crunching and slurping noise.
6. Library: This once great archive of knowledge now has it's great iron doors closed. Creatures of the Darkness stand outside, trying to bust down the doors to the temporary safe house. Several survivors pray within to any god that can hear them, to please deliver them from this suffering. A messenger managed to slip out the back, with a message to Hein, saying that there are survivors in Gerion inside of the Library. It wouldn't be long until the creatures knocked the iron doors down. Volumes of all age adorn the inside of this woderously preserved Library.
7. Starknight Strait: This body of water separates Drago from Coril. The waters here are infested with sharp rocks, looking to sink a ship in the blink of an eye. Only a skilled sailor can make the voyage between the two.
8. Ferrow's Landing (port): Boats float in the pier with no-one to sail them, all of their sailors dead or have fled. Creatures of the Darkness feed on the bodies of the recently deceased. The usual smell of the ocean is replaced by the heavy stench of blood, appropriate to the amount carnage in the surrounding area.
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Hein-This city is one of of the trade routes in the "Coril triangle". Its position on the Sun sect river gives makes it a valuable asset in Coril. Many people from the mountains come to trade their goods here. Hein's defenses are adequate because of the occasional raid party lead on their town. The seven foot thick stone walls extend the entire perimeter of the city and reach a height of 15'. The gate is usually open to the populace, but closed in times of need. The homes around are usually brick or stone houses.
1. Town Square: Untouched by the blight surrounding the town, the middle of the town shines as a beacon of hope for all. The statue of a warrior, whose name had long since been forgotten stands in the center of the square, in his left hand, sat an enormous long sword, and his right arm was folded across his chest, in a salute. The statue's gaze was fixed upward, toward the gods themselves. Directly in front of the proud warrior, was the direction of the Merchant's District, the last of the esteemed merchants peddling the last of their wares. Behind the man, the town hall sat, where several warriors have banded a war council together. To the right of the stone sentinel, was the housing area, and just beyond that, was the barracks, then the drawbridge.
2. Drawbridge: The great wooden structure now stays vertical, due to the threat outside of the city. A crude moat was hastily built as soon as the invasion of the darkness began, but it was never finished. It surrounded the perimeter, but it wasn't deep enough to be filled with water.
3. Town Hall: This is the last hope for the citizens of Coril, a few elite soldiers banded together and made a war council, deciding how to use resources, and calculating actions. The hall retained it's regal looks, save for the weapons, which had been given out to the guards defending the gates. The banner of Hein flew proudly outside, hoping that Hinesgrove would come to help them.
4. Housing Area: The housing area was partially damaged during the first wave of shades that infiltrated the town so long ago. Charred houses are a frequent sight in the city, but due to the lack of lumber, repairs are difficult to achieve. Repairs, if houses are even repaired, are hasty, and are often not full repairs. The citizens protested this, but they were quickly quieted when talk of tossing people outside of the gates came up.
5. Merchant's District: Desperate shopkeepers ardently try to sell their wares, unfazed by the tragedy around them. Shops like forges are required to make arms for the guards for free, but the mountain folk had stopped traveling there, so steel is a rare sight to see.
6. Soldier Barracks: This is where the guards of the gates stay on alert, and take shifts watching the drawbridge. These brave souls have the only weapons in the entire city, and rightfully so, for they are Hein's only defense if the gates fall.
7. Caravan Route: This winding route used to tie all of the towns of the "Coril Triangle" together. This was the main road between all of the towns as well, the dirt packed tightly from all of the carts, which had passed on it.
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Heron - This city has the main port system of Coril. Other than the "Coril triangle", this is one of the best cities for trade. This is also where the majority of Coril's fleet reside. The waters of the Vagren ocean bringing fruitful harvests of fish and plenty of other resources. The homes here are usually crafted in their owner's preference, and the buildings have a touch of gothic influence on them.
1. Town Square: The center of the town used to house a beautiful garden, full of flowers and exotic plants that flourished in the wonderful atmosphere. Voices echoed throughout the small area, children played in the lush green grass as their parents looked over them. When the darkness passed through, creatures infested the narrow streets and began slaughtering the innocent people of the large city. The once jolly children screamed in fear as shades flooded through the courtyard grabbing onto their ankles, and dragging them into the shadows, their screams still echoing throughout the darkness. Now, if visited, Shafen occupy most of the space, still feeding on the entrails of the people they have slain. To the north of this bloodstained area, Heron's famous marshes could be seen, where many people have mysteriously gone missing. To the east, the Merchant's District and Housing Area sit, looking as gloomy as ever, with their gothic architecture. To the south and west, Garret's Dock stretched, boasting the largest port size in all of Coril.
2. The Wilderness: The great marshes occupy the space to the north of Heron, and teem with wildlife in spite of the growing plague of monsters. Don't be fooled though, the marshes house a plethora of deadly creatures that have no relation to the darkness, and some that do.
3. Town Hall: Tatters of the beautiful white flag hung low over the splintered doorway, where the darkness had clawed it's way in. Inside, the shades had made a home, of sorts, a place where all manner of evil lurked. If one were to explore the small establishment, they would find the place void of any life, and blood spattered all over the beautiful walls.
4. Merchant's District:
5. Housing Area:
6. Garret's Dock (port):
7. Vagren Ocean:
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Hinesgrove (capital) - This is the capital city of Coril. All dealings circle through here, before the darkness swallowed it of course. The last city of the "Coril Triangle". This city is by far the most prosperous and well defended town. The walls rise to above 25' and the thickness of the walls is about 10'. The castle Rises high above all of the other buildings in the city. The castle has it's own drawbridge, as well as the one in the city, making it very hard to get into the castle. The castle is also surrounded in a moat, this moat has large, wooden spikes in them, to impale those who wish to cross. Some of the buildings in town could be considered wonders of architecture, because of the famous architects that designed and built them.
1. Drawbridge (to enter Hinesgrove):
2. Town Square:
3. The Wilderness:
4. Town Hall:
5. Merchant's District:
6. Housing Area:
7. Soldier's Barracks:
8. The Starsect River:
9. Castle Veron:
10. Drawbridge (to enter Castle Veron):
11. Slums:
12. Dungeon:
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Junkai - A secluded village near the border of Narin. Nothing of importance is here. This village is probably the poorest of the 7 towns of Coril. Most of the houses are made of sticks and mud and the occasional log cabin. This area provides most of the lumber for Coril, along with Shuzen of course. Sometimes a caravan from Narin passes through the village, giving it much needed revenue.
1. Town Square:
2. The Wilderness:
3. Town Hall:
4. Merchant's District:
5. Housing Area:
6. Lumber Mills:
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Shuzen - From this village, most of Coril's minerals and ores come from. The forest around this village is quickly being cut down for lumber, and because of it's seclusion, Shuzen is a poorer city. Most of the houses are makeshift, made from whatever they could pull together. Some of the houses are brick or stone though. This city has the highest crime rate of all of the cities.
1. Town Square:
2. The Wilderness:
3. Town Hall:
4. Merchant's District:
5. Housing Area:
6. The Mines:
7. The Javar Mountains:
8. Thieves Guild:
Regions:
Brown: Mountains
Green: Woodland
Orange: Plains
Red: Marsh
Rivers:
Gray: Moon Sect River
Yellow: Star Sect River
Blue: Sun Sect River
Artifacts: Artifacts are embedded within the person, and have no physical appearance until activated.
Artifact descended from Shirin: When this artifact is activated, it encases the right arm of the user in a red, bone like substance. The user's physical abilities are raised substantially.
Artifact descended from Mirana: When activated, this artifact encases the user's left arm in a blue, Osmium like substance. This artifact channels the user's mental energy and converts it into physical energy. (Magic essentially) It's abilities are limited to fire, earth, and water.
Artifact descended from Coril: When activated, this artifact encases the user's left and right arms in thick, green malachite. This artifact gives the user the ability to spawn objects made out of malachite. To wield such items, the user's physical and mental strength is increased.
If a person uses their artifact too much, they will fall ill. Continued use would result in death, because the artifact is connected with the person's life energy.
(There can only be three.)
The Darkness: The Darkness isn't just any darkness, most of these fiends are human like in form and respond to a central power source. The unknown evil that is controlling them must be stopped, without commands, they will be like robots without power. There are several different types of monsters that spawn from the darkness: Shades, Wraiths, Planewalkers, Hijugen, Shafen, Ningyõ and Deceivers.
Shades: These beings are humanoid creatures, faster than humans and far stronger than any human. They stand about 7'0" in height and weigh around 20 lbs. They look as if someone had taken a shadow and molded it into the form of a human.
Wraiths: These beings are also humanoid creatures. The main difference between a Wraith and a Shade, is that Wraiths use something similar to magic instead of sheer force. These creatures can tap into their own soul and use some of their life force to cast a limited arsenal of spells: Fire, Ice, Wind, and Water. (More detailed list later) These creatures weigh around 10 lbs and stand about 6'5". They look like dark whisps of smoke.
Planewalkers: Planewalkers are creatures of the Darkness that take the form and appearance of a human. These creatures can be extremely dangerous, as they are stronger than Shades, but can be mistaken as humans. Planewalkers stand about 5'10" and usually weigh around 190 lbs.
Hijugen: Hijugen are the highest ranked creatures of the Darkness. They are massive, and nearly impossible to kill. A Hijugen kill has never been recorded. Hijugen usually stand about 10' - 15' in height and weigh 1,000 - 2,000 lbs. They have the appearance of towering masses of decaying flesh. Usually seen when the Darkness launches an assault on an important city.
Shafen: This tall and slender creature has a body that seems to be only of flesh and bones. Despite its weak and fragile appearance, this deadly creature will play with its pray and stalk it, sometimes on all fours. Its long sharp claws indicates that it has a long reach, but the most horrifying fact about these claws; is that the Shafen can use them to dissect it's prey, eating its intestines and drinking its fluids for nutrients. This terrifying monster stands at a height of 7'6-8'3 and a weight of 50-150 lbs, depending on if it has eaten.
Ningyõ: These are hideous creatures made of shadows, it has a humanoid stance but not that of a normal person. They have very skinny features, except for thier head, and their limbs look like bits of charcoal, only about 3 center meters wide. Their head, however, looks like a normal, fully grown adult, and it's the same sort of black charcoal look. It has a big red bandage around its eyes that wrappd around its head, on where the eyes are supposed to be, and there are stitched black crosses which overlap onto on the red bandage. It also has a stitched red mouth which also has a cross over it. They have the power to turn others into dolls if they are killed by its large pair of golden scissors, which always seem to have blood dripping off them. This creature cannot be seen by ones with pure hearts, which gives it the opportunity to kill to them when they least expect it.
Deceivers: Deceivers at first sight is only about a foot tall if it's lucky. It has pale white fur and weighs at about 5Lbs. Innocent enough right? Not exactly. Once it is senses another being's enegry nearby, it turns into a ten foot tall Black\reddish humanoid(depending on gender) that'll try to devour the being that it sensed, then it will revert back to it's innocent form.
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Sections:
Character Sheet:
Cities:
Barracks:
Infirmary:
War Council:
The Wilderness:
Quest Board:
The Chasm:
Sparring Ring:
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