I
Iskari
Guest
Original poster
Helvanta is a world of soaring cliffs, floating islands, and many miles full of layered surfaces. It is a world fractured, but that still supports life. Many fantasy races dwell here in the oft-harsh terrain offered by the floating amalgamations of dirt. Towering mountains, vast plains, rolling hills, and yawning canyons dominate this world, offering a vast array of wildlife and opportunities. Large lakes supply water to the settlements and cities, fed by thunderstorms that can engulf whole islands in their fury. Oceans are nonexistent, though some sky islands hold vast expanses of brine, salt water, or other waters filled with dissolved minerals. Resources on any island must be tended carefully, lest they be gone from the place rendering it unfit for life and civilization.
Flora: most every variety of earth-like and fantasy vegetation can be found, either exactly like they are or with variations to make them exotic. Mountainous regions are home to conifers, oaks, and aspens while marshy areas can house mangroves and swamp plant. Plants that rely on oceans are rare, existing on salt-water islands alone. Several varieties of aerial plant life exist as well, some resembling coconuts with levitating seeds, others like giant dandelions, and still others with intricate and bizarre mechanisms for keeping seeds aloft. Many of these seeds tend to stay between certain altitudes, the currents and air pressure having as much to do with their dispersion as their buoyancy.
Fauna: It is often the case that most animals that live by the 'shores' of the islands are flight-capable. Many varieties of giant insect populate the low, oxygen rich altitudes while strange being live high where the air is too thin to support most life. Creatures with natural gas bladders are capable of traversing many layers of altitude while most of the more familiar creatures need to remain within a tolerable level of oxygen. Many species native to this world are adapted to be on the wing for extended periods of time. Inland, most creatures will be more 'earth typical', needing only to fly between trees or crawl along the ground. Many islands are populated by the swirling vortexes of air that can fling creatures for miles, landing them on new islands.
Flight: On this world, flight magic is a relatively simple thing. It's high affinity for air magic lends itself to fuel arcane spells and devices. The wind, however, is a fickle thing; being that it is typically more powerful than the average wizard can harness. The islands stay aloft through unknown means, though theoreticians, miners, and arcane scholars abound with explanations and claims that they can harness this natural phenomenon. Hucksters typically present these findings, along with bunk powders, potions, mineral specimens, talismans and various and sundry others to cheat folk out of their money. These miracle aides have sent countless numbers of gullible folk plunging to their deaths.
Military: The most important aspect of military in a world such as this is aerial dominance. He who controls the airspace, controls the war. With limited space and resources even on the largest islands, survival is difficult no matter how hardy the species. Islands dominated by voracious monsters, unfamiliar habitats, or even devoid of vegetation can be impossible to settle without shipping lanes and concerted displays of force. Guns and cannons are unheard of in this setting and most military uses projectile weapon of a magical or biological nature. bows, crossbows, ballistas, even trebuchets and catapults are common sights among the militaristic races. Depending on which race is selected a range of mounts, tactics and equipment are available; from the devastating wizardly artillery of the Dolbethans, the imposing flying war platforms of the Quintethus Order, the stoic and maneuverable aerial infantry of the winged Haspoh, or the innumerable aeries of Kan. Inevitably, each race has it's own corps of aerial cavalry, magic users, and airships, but the quality and abilities of these vary greatly.
Races: Twelve peoples, all from different worlds who have come to colonize Helvanta, inhabit the world. Each has arrived through portals lost to mystery and age. Concerned with their own survival, none of these races trade off-world and few even know of the original portals' existence, let alone their locations. Some trade, others isolate themselves, while still others are ruthless. I will post the first six race descriptions next.
Flora: most every variety of earth-like and fantasy vegetation can be found, either exactly like they are or with variations to make them exotic. Mountainous regions are home to conifers, oaks, and aspens while marshy areas can house mangroves and swamp plant. Plants that rely on oceans are rare, existing on salt-water islands alone. Several varieties of aerial plant life exist as well, some resembling coconuts with levitating seeds, others like giant dandelions, and still others with intricate and bizarre mechanisms for keeping seeds aloft. Many of these seeds tend to stay between certain altitudes, the currents and air pressure having as much to do with their dispersion as their buoyancy.
Fauna: It is often the case that most animals that live by the 'shores' of the islands are flight-capable. Many varieties of giant insect populate the low, oxygen rich altitudes while strange being live high where the air is too thin to support most life. Creatures with natural gas bladders are capable of traversing many layers of altitude while most of the more familiar creatures need to remain within a tolerable level of oxygen. Many species native to this world are adapted to be on the wing for extended periods of time. Inland, most creatures will be more 'earth typical', needing only to fly between trees or crawl along the ground. Many islands are populated by the swirling vortexes of air that can fling creatures for miles, landing them on new islands.
Flight: On this world, flight magic is a relatively simple thing. It's high affinity for air magic lends itself to fuel arcane spells and devices. The wind, however, is a fickle thing; being that it is typically more powerful than the average wizard can harness. The islands stay aloft through unknown means, though theoreticians, miners, and arcane scholars abound with explanations and claims that they can harness this natural phenomenon. Hucksters typically present these findings, along with bunk powders, potions, mineral specimens, talismans and various and sundry others to cheat folk out of their money. These miracle aides have sent countless numbers of gullible folk plunging to their deaths.
Military: The most important aspect of military in a world such as this is aerial dominance. He who controls the airspace, controls the war. With limited space and resources even on the largest islands, survival is difficult no matter how hardy the species. Islands dominated by voracious monsters, unfamiliar habitats, or even devoid of vegetation can be impossible to settle without shipping lanes and concerted displays of force. Guns and cannons are unheard of in this setting and most military uses projectile weapon of a magical or biological nature. bows, crossbows, ballistas, even trebuchets and catapults are common sights among the militaristic races. Depending on which race is selected a range of mounts, tactics and equipment are available; from the devastating wizardly artillery of the Dolbethans, the imposing flying war platforms of the Quintethus Order, the stoic and maneuverable aerial infantry of the winged Haspoh, or the innumerable aeries of Kan. Inevitably, each race has it's own corps of aerial cavalry, magic users, and airships, but the quality and abilities of these vary greatly.
Races: Twelve peoples, all from different worlds who have come to colonize Helvanta, inhabit the world. Each has arrived through portals lost to mystery and age. Concerned with their own survival, none of these races trade off-world and few even know of the original portals' existence, let alone their locations. Some trade, others isolate themselves, while still others are ruthless. I will post the first six race descriptions next.