Silencia. Named in legend after the cold silence of the snowy expanses that many a traveller has lost themselves in. Sat at the top of the world of Lastaria like a frozen crown, Silencia was long feared as an impenetrable natural fortress of freezing cold temperatures and strange legends. But the silent continent is not so quiet anymore. Life, over the ages, has wrestled and fought against the wilderness and carved out a niche for itself in the snow and ice. Hardy plants live under the snow, catching flashes of light once a year when summer melts the snow a little. Animals, strange and wild, run free. And, of course, the sentient races have all in one way or another made their presence known. The rest of the world (Move your mouse to reveal the content) The rest of the world (open) The rest of the world (close) ~The other continents of the world of Lastaria Continents Al’Garath – A wild, untamed land of forests and ancient battlegrounds. As you travel inland there are fewer forests and more patches of savannah. Fýraðr - A Series of mountains and hills from the coast inland, mostly rocky with fir forests around the Mountain bases. There are a few lakes spotted around the forests. Most mountain passes are rocky crags or valleys. Stylia - Desert continent with three Nile-like rivers surrounded from source to delta by vegetation. The rest of the continent is known as “The Howling Wastes”, which is what's left of an old great human civilisation after a great magic war. Now all people go there for are the profitable salt flats. Race inhabitation Al’Garath - Orc war tribes travel all over, and a few settlements of highly militant humans scrape a living off of the savannah, whilst fighting off the orcs with superior technology (early guns, siege weapons, crossbows, etc.). wood elves live in the forest and protect it from other races. Fýraðr (dwarven name)– Tribes of wood elves live in the Fir forests, occasionally going higher up the mountain. Humans also live in cosy settlements nestled in the many valleys, both enjoy a steady diplomatic relationship with the Enormous Dwarven population that had made their homes under the mountains. goblins are a constant blight on this land. Stylia - A thriving spice industry from plantations around the three Nile-like rivers has led to many wars being fought over these rivers, but now the land is held by the tribe of the red eye, an unsteady alliance of humans and half-orcs. The Howling Wastes – The place is filled with the spectres of old magic, and few travel there. Earth golems have been sighted in the howling wastes, but little is known about them. The sentient races (Move your mouse to reveal the content) The sentient races (open) The sentient races (close) ~Silencia's indigenous races Snow elves Descending from a tribe of wood elves exiled into the wastes for crimes against their native forests in a time long, long ago, the aggressive Snow elves all have a deep seated fear of wood elves and a lust for penance and duty that has only been sated so far by caring for the rare thickets of solar roses, the sprawling mazes of thorns surrounding the beautiful clearings navigable only by their mounts; the huge blizzard moths, their four impossibly fragile-looking ice wings crashing through calm air and tempest alike, skimming and darting over the wilderness with beautiful ease. Inside the maze of thorns is a clearing sheltered by the warm petals of the solar roses. the heat created by the giant flowers turning snow into rain, and turning the earth underneath them into a fertile and plant filled sanctuary. Snow elves are incredibly pale in skin tone, as white as the snow they fly over. Their hair ranges in colour from blues to whites and, very rarely, orange reds that mimic the colour of the solar roses. Their bodies are tall and lanky, though not so much that they look alien. Northern Dwarves Descendants of an expedition searching for Silentium, a metal that can only be found under the frozen wastes, the northern dwarves are a gruff but not unfriendly people, especially kind to those that know their customs, and have things to sell and buy. The dwarves live in hidden underground fortresses, however those that find them are rewarded with trade goods the likes of which are not found anywhere else in the world. Stoking fires against the raging blizzards topside in their furnaces deep underground, the warm orange light barely visible and the deep roar of the bellows just at the edge of hearing when you near the hidden entrances on the surface. The Northern dwarves are the only beings to master the art of locating, smelting and working Silentium, a metal that, when formed into certain patterns, can be used to amplify magical power, store and activate all manner of spells, or, rumor has it, if the Silentium is pure and and the users mind is attuned to such things, allows one to consort with the dead. Northern dwarves look a lot like their mountain dwarf cousins, with predominantly pale skin and thick dark hair, except their eyes are all piercing blue, a side effect of living near and working with Silentium. Ice golems The gentle Ice golems, given two gifts at their inception by the now long extinct wizards powerful enough to raise them; the first gift was life, to never die. The second gift was peace, to never know envy, pride or anger for fellow creatures. these gifts, created by primordial magic held in runes inscribed throughout their body, allow the small tribes to travel through Silencia, saving lost souls and spreading warmth and peace entirely at odds with what one might expect from such hulking, cold creatures. ~The other races of Lastaria Humans Perhaps the most strange race of all those that call Lastaria their home, humans come in all shapes and sizes, and are known for their comparatively short life spans, companionship that is fickle at first but bound in steel after a loyalty is proven, and their ingratiating charm. They once held large seats of power in every continent but silencia; but now their empire is reduced to dust in the wind, with only small settlements and minor cities dotted around the world. Their last seat of power lying on the razors edge that is the shaky alliance with the half-orcs in Stylia. Wood elves Elves of the wood are rarely seen by other races under good circumstances. their territorial nature and their staunch defence of their home forests has left them as something of a legend to the other races. These elves are known to be able to use their inherent magic to keep forests and woods at the height of natural order, and, though their magic only works in their home forest, they are still feared for their military strength. Though they are fair, they are also proud, considering themselves above other races, especially the descents of the exiled, the Snow elves. Half-orcs Sons and daughters of the roaming war tribes of orcs. A grand majority are brought up in orphanages, put there by parents who did not want to raise a child of a race that knows of naught but war. Despite this, the half-orcs have banded together and exhibit a close bond and inherent trust to those that share their mixed blood. Half-orcs seem to have combined the co-operative nature of humans with warlike ferocity of the Orcs and created a society based around proving your worth to your fellows in acts of cooperation. the half-orcs have a large presence in Stylia, and have begun to accept humans as their brothers. Mountain dwarves Mead, beer, wine and an insatiable lust for gold, crafting and underground exploration fuel the dwarves. These bearded creatures (yes, even the women and children have beards) are known throughout Lastaria for their proficiency with the pick and the forge. Dwarves trading and interacting with other races is uncommon, but it happens, with many a lucrative trade deal being forged under the great mountains. The beasts of the snowy plains (Move your mouse to reveal the content) The beasts of the snowy plains (open) The beasts of the snowy plains (close) The water under the ice covered lakes are teeming with fish, and the tundra has many animals, some not out of the ordinary, such as snow hares, lynxes and wolves, to the unexpected such as wooly mammoths and sabre tooth tigers, to the entirely outlandish: Such as the Chirpers, so named for their curious lilting cry, with their peculiar ears enveloped in casings of razor sharp bone, their head and body, very reminiscent in it's furriness to a rabbit, only larger, clashing oddly with legs that one might expect to see on a small deer. or the Enormous, majestic Ghua, enormous, bipedal beasts, like a madman's combination of a bear and an insect, forged in the blizzards of the wintry plains, with thick white fur covering a jet black exoskeleton, double jointed limbs like tree trunks in their thickness ending in two razor sharp claws each, and atop its almost comically small head three crab-like eyes atop stalks, ever bobbing to and fro, looking this way and that. And the Psiotes, Wily little dog-like creatures that use illusion and psionic suggestion to tangle their prey up in a web of their own fears. Also beware the feral Ice golems, their runes glowing deep orange-red, the magic in them having twisted, corrupting into a horrible parody of what it once was. The OOC thread and profiles are here Current Players: @Cahill Dache Zephyr, the high-class rogue @Kat Noelle Nikolas Revender, the arraigned smith Merileth, The curious Snow elf princess @Kitty Kelsii Fitz, The distorted dwarf @Seth Bloodmoon Brahm Tyvash, the sellsword of wanderlust and slapped nobles Forhenge: One of the many human port towns dotted around the coast. it's main exports are lobster and tuna. it also is home to a market that sells an array of weaponry bought from the northern dwarves. We begin our journey in a time of uncharacteristic warmth on the frozen continent. Summer is in full swing, and the longest day celebrations are in full swing in the port town of Forhenge, the festival tonight will last until the sun does two laps of the sky without going down; two days with neither sunset or sunrise, with all but the hardiest of partiers having turned in or passed out by the end. This festival is also, as luck would have it, a brilliant source of information, as drink flows and tongues flap freely. Whether you're looking for a guide to help you to find the crown, or information about the wilderness err' the wolves get you, many a partygoer may bless you with a grand tale to fill you in. So, is your character a local or a "tourist"? Has your character just arrived on a boat? or have they been here for a time, plotting and planning? Have they met any other PCs or NPCs? I encourage my Players to plan things between themselves, but please add me into to the conversations so I can play around your characters and their aims.