Setting Forge · Legacy archive

Mojena

Started by Shadoweagle Apr 19, 2004 40 posts Locked

  1. Mojena

    #1
    Overview

    This is a major setting in progress which Captainpenguin suggested (more like pressured ;) ) of me to create.

    I will edit each post, as I add to it. Feel free to give comments/suggestions.

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    There are three main features of Mojena, and little else. First, are the vast oceans, large, swelling waters full of dangerous currents, reefs and creatures. The continents are large, but far apart, and travel between them is rare, dangerous and expensive, due to lack of modern technology on this world.

    The second feature of this world, are the large, cavernous mountain ranges. The ongoing hunt for minerals has caused most large mountains in Mojena to be riddled with caves, shafts and holes. Once one area is stripped bare of all the found minerals, the caverns are left and forgotten, ready for all manner of creatures to take up residence in them. Minerals are rare in this world, and thus, many of the caves go very deep. There have been several stories about whole sects of miners walking into large caves, and never returning, though the helpers outside the caves hear their blood-curdling screams echoing... of course, these are only rumors, and barely worth notice.

    The last, and most note-worthy section of this world, are the forests. Almost all continents of this world, are nothing but large forests. The ground is leaf-ridden and moist, as is the air. Many denizens of these lands do not live on the ground, however - no, it is far too dark and wet down there - almost pitch black. They live as small communities in treetop structures, walkways, ramps and ropes bieng their travel options. Their main source of meat is fowl meat, of the various avian creatures that live in the lands, and a rare delicacy is when a group of hunters go to the ground and risk their safety by seeking out a nice, juicy panther, wolf, or even giant centipede. Do not fall under the false impression that these people are primitive, however - they have a great capacity for intelligence, They just do not have access to the resources to make anything very modern, as all metals are extremely rare. Miners are known to be either the richest of people, or slaves. It is known that wearing an iron band around ones wrist is a sign of wealth and nobility.

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    There are two prominent races in Mojena. The first, known as the Mojenians, live in the treetops, hunting fowl for their food and diligently worshipping the goddess Junea and casting Druidic spells for defence and aid. The second race is known as the Nethermysts, which live on ground level in towns, barred by walls to keep hostile animals out. Nethermysts worship the god Ophreal, and cast Necromatic spells for defence and aid. Most Mojenians are unaware of the Nethermyst race, simply living their lives peacefully. Many Nethermysts, however, are aware of the Mojenians, and choose to keep their lives mainly a secret from them, living in peaceful distate of the treetop races.
  2. [Mojena] - Locations/Terrain

    #2
    The world of Mojena consists of two large continents, both riddled with the enormous forest. There are several smaller islands, most of which have yet to be discovered by most of the races. These two continents have aquired the names Lorengar and Lorenfir, Lorengar bieng the largest of the two.

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    The Hry'ungan Marshlands

    In the western side of Lorengar lies the great marshlands of Hry'ungan. These marshes span for many miles in all directions. Due to the moist nature of these lands, many rare species of fauna resides there, and amphibian creatures are prominent. Unlike most other places in the forests, sunlight occasionally filters through some of the leaves here, causing some patches of light to create a gloomy atmosphere. This place is riddled with bogs and mud, and is known to be treacherous for travelling. The Hry'ungan Marshlands were named after the people who live in the treetops over the edge of these marshes.

    The null zone

    A most peculiar anomaly in the southern area of Lorenfir. For a patch approximately ten square miles, absolutely nothing grows. The trees cut off at the edge of this area, and not even a single blade of grass breaks through the blackened soil. Many reasons have been thought of for this - the land is cursed, the gods have reserved that area. It couldnt be the pH of the soil, as things grow on ALL pH's on this planet. Even the animals are reluctant to walk over this dread land. People would have made a small town there at one stage, but as soon as they stepped on the lands, they were instilled with a great sense of dread, as though a final warning to get off the land before something horrific occured. This anomaly remains unexplained to this day.

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    The Southern rift
    This is a large current in the seas, Which Nethermyst coastal races use frequently - The rift is just a half a days sailing from Pherras, and will carry boats swiftly down by the southern coasts of Lorengar. Pherrans need only break from the rift (Which requires a good twenty minutes of steady rowing) at a certain point, and from there is is a mere three hours sailing to get to the coastal town of Angleriff. The total journey may take two to three days. Anglesmen, however, need to take a different route alongside the rift to sail up to Pherras, and the journey may take a week or more, but as a bright side, they can always ride the rift back down on the return journey.

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    Mists of despair
    On the northern side of Lorenfir there lies a set of land, several miles in length and width, where a certain bush which grows only in that region, is dominant. These bushes are called Leargoth plants, and each of them excretes a small amount of gaseous, green mist. Since the land is so full of these bushes, the entire area is covered with this mist, and if people walk through it for a short time, they will feel nothing wrong in the slightest. If one travels through these mists for a long while, however - an excess of five odd hours - then they will find a sense of dread begin to crawl upon their skin. Throughout the next five or six hours, that sense of dread will steadily rise, and on the sixth or seventh hour, it will have grown so much to bring a powerful, trained warrior down sobbing on his knees. Those who stay within it for more than seven hours end up killing themselves, to release them from the utter sense of despair that has surrounded them. If one walks through this and begins feeling the dread, it is highly recommended that they head back the way they came quickly, as they may just make it out before they are brought to their knees. The gas is creates from the sap of this plant, and it effects the brains of the victims, subtlely twinging the section which induces the sense of loss and sorrow.

    Dipping the sap of one of these bushes on the tip of an arrow and firing it at a weaker creature will cause that creature to be instilled with a sense of sorrow, affecting its judgements - but stronger creatures will feel little to no effect, as will mindless creatures (undead, for example).
  3. [Mojena] - Religion

    #3
    Life and death
    The major belief in Mojena is that of the twin gods, Junea and Ophreal, gods of Life and Death, respectively. Both are supposed to have been around since the dawn of time, and instead of bieng a pair ever-opposed with each other, they compliment each other. Junea takes care of the living, watching over them, and tending to nature. When it is time for a mortal to move on, Junea hands the life of that mortal to the care of Ophreal, who escorts them to the next life, and takes care of them, there. All Mojenians choose to worship Junea in life, as they believe there will be a time to worship Ophreal once they move on, and it is considered blasphemous to worship Ophreal in life, as that would be disregarding Junea, and worshipping something which has yet to pass.

    Junea is represented as a tanned female, with waist-length golden hair, and piercing golden eyes. Her gown is also a golden colour, and flows to her feet. She is not overly muscular, but is athletic, dextrous. On her right wrist is a bracelet of iron. Ophreal is depicted as a light-skinned male, with short, black hair and robes of the same colour. His eyes are dark, but with the faintest tinge of crimson within them, and his facial features are lean, drawn back. As with Junea, he is not overly muscular, but more lean and dextrous. On his left wrist hangs a bracelet of iron.

    Punishment for speaking blasphemy or worshipping Ophreal in life differs from community to community, from no punishment, to banishment.

    *
    Creation
    Dominicus, the god of creation is more of a rumor than a god, and many respectfully spurn the idea - they do not openly rebuke it, for it IS a possibility.

    The Generally accepted course of the creation is as follows:
    The Twins of creation
    Junea and Ophreal, gods of life and death, forged the chaos of the elements and shaped them into the worlds and beyond. Once they created these, they lovingly made the Mojenian races, which they gave the gift of intelligence and superiority to. They placed the Mojenians on this world wrought with danger, to temper them for the next life.

    The alternate version is as follows:
    The Father and Twins
    First, there was chaos. Then there was Dominicus, who used his power of element and creation to temper order in with that chaos. Dominicus created the worlds and the beyond, and then created two watchers over these worlds, life, and death. Dominicus is said to be watching above, to see how his twin children fare, and if they are deemed worthy of reigning over Dominicus's creation of the universe.

    Nearly all Elementalists believe the alternate version, as when they cast elemental spells, they feel a different, more dominant presence then when they cast Druidic spells.
  4. [Mojena] - Mojenian Races

    #4
    **
    Introduction
    Atop the giant trees, living in homes carved into Mojen'lar trunks or suspended in treehouses, live the Mojenians, the upper race of Mojena. There are many Mojenian treetop communities scattered about both continents, and the lifestyle of these is usually pleasant, worshipping Junea prominently, and with only several communities with conflicts which sometimes lead into bloodshed. Most Mojenians are not even aware that other human life exists below their Treetop communities, And many who are aware of the Nethermyst races fear or hate them and what they represent. After all, it IS considered blasphemy to worship Ophreal before death.

    Hemorigans

    The Hemorigans are the prominent race in Mojena. They make residence some forty miles from the eastern ocean, in the largest continent on Mojena, Lorengar, and have approximately 22 thousand citizens. Hemorigoth is the largest treetop community known, and is revered for its fantastic boardwalks and large living areas carved both in the thick tree trunks of the Mojen'lar trees, and suspended as tree-houses. Hemorigans All spend their lives in healthy devotion to Junea, goddess of life, offering sacrifices to prayers to her daily. Hemorigans are perhaps the most religious in all of Mojena. A Hemorigan ranges between 5'4 to 6 feet in height, and their skin colour is quite light, though faintly tanned. All Hemorigans have high cheekbones and thin, though fairly large ears. Females are considered equal to males in this community, and often join in on hunting. The current leader of this is King Herodus XI, born thirty-four years ago on 648LV::. Hemorigans are generally quite wealthy, and occasionally go on mass mining expeditions to the nearby Khrela Mountains.

    Hry'ungans

    The Hry'ungans are a race of people who live on the treetops of the Great Hry'ungan marshlands in the western side of Lorengar. Due to their life around the marshes, they are quite adept at travelling on less desirable terrain. They are a moderately sized community, and are known to be brave and agile people, adept with use of longbows. Hry'ungan longbows are sought after throughout both the continents. They tend to prefer ground meat to fowl meat, and as a result hunt often. Those born with elemental magic in Hry'unga tend to focus around water magic a lot. Hry'ungans are generally lanky, heavily-tanned people, with a slight dark pigment to their skin. Their hair-colour is always a dark golden/rusty colour. There is no particular punishment in Hryunga for not worshipping Junea, but those who don't are often frowned upon by those who do.

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    Nur'absans

    The decent-sized race of Nur'absans live on the coastal trees of western Lorenfir, in the small community known as Nur'absaul. Nearly all of these people are well-muscled and heavily tanned to a brown skin. They are the ship-makers of Lorenfir, and one of the only race which will frequently risk their lives on voyages, transporting cargo, messages or people to the other continent. Due to their long history of sea-faring people, they are reknowned for their great ships, and also as some of the bravest of people. All Nur'absans have impeccable sense of direction. A known saying in Lorenfir is "Caught at a crossroad? Find a Nur'absan." Nur'absans are generally of fairly short stature, ranging around 4'7-5'8, and are stocky. Both males and females usually sport several large, golden-wood earrings though each ear, and in the town of Nur'absaul, travellers will find the men often go shirtless, donning only baggy, threaded pants. Women often prefer pants over dresses, also and both genders tie their long, dark hair back in pony-tails. This society is a fairly free one, and it is accepted that someones beliefs are their own, alone. No punishment is administered for not worshipping Junea

    Ponpherans

    The Ponpherans are the Lorengar equivalent of the Nur'absans, Living on the eastern coast of Lorengar. They live in the small community known as Ponphorus. They also have well muscled, tanned bodies, but unlike the Nur'absans, their height ranges from between 5'4-6'4, and their hair colour is often a dark orange, clay-like colour. Males do most of the work, in Ponpheran society, and the females are usually left to stitch sails for the ships. While not as reknowned as Nur'absans, they are a very well-known race for their travelling skills and navigational skills. They are even more steady-footed than the Nur'absans, and are slightly more violence-oriented. All males wear a rapier, the blade a treated piece of lumber from the hard-wooded YeanGir tree, whos wood is reportedly almost as hard as stone, and lighter. The view of each other between the Ponpherans and Nur'absans varies from person to person - Some believe they compliment each other, allowing trade to be simple and easy with their well-constructed ships, but some think they are more rivals, competing between each other for the greater glory. As with the Nur'absans, this society is a fairly free one, and it is accepted that someones beliefs are their own, alone. No punishment is administered for not worshipping Junea.
  5. [Mojena] - Flora and Fauna

    #5
    Plants

    Mojen'lar tree

    The most common plant in the world, and thusly named AFTER the world. This tree can reach fantastic heights upward, an average height bieng 270 feet. Its trunk is thick and sturdy, and capable of holding great weights. All structures are made from the wood of these trees, and attatched to these trees. The wood is a slight tan colour, and will not rot away from water. The juices from the leaves of these plants, when rubbed over the wood, make a fire-resistant residue when dried. This tree's leaves are enormous, thick, dense and wide. So huge, are they, that beneath the canopy these leaves make, it is perpetually dark.

    Phorus Moss

    This moss is found occasionally, attatched to trees in the forest. The moss acts as a parasite, absorbing the raw energy within it and using it to sustain itself. Moss which has had several weeks to grow and feed, take on a luminescent glow which can lighten the surrounding area effectively with a cool, green glow. Even when detatched from the trees, the moss takes between 3-5 days to fully dull. This moss is highly sought after by the tree-top populace, as it is their main source of light for hunting and travelling on ground level. The moss is placed in jars and carried around, or hung from a pole or branch to navigate the way to major communities.

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    Temtenant growth
    The long, stringy growth known as Temtenant is an epiphyte. It needs no soil for growth, and hangs off the branches of many types of trees, collecting nutrients from rainfall and the wind. This growth is almost thick, grass-like, but can hang from high branches down to the ground. This particular epiphyte is unique in that it is also predatory. It acts in the same way as a surfaced sea anenome - stunning small creatures then drawing them up from the floor using the tentacle-like extensions, up the the main body of the plant where it slowly consumes them. Some fully grown (and therefore many-tentacled) Temtenant plants have been known to knock people unconscious, should they run into the full brunt of the stinging tentacles. As of yet, there is supposed to be no known incidents of a Temtenant plant consuming a full grown human, though it is theoretically possible. Though children children generally shouldnt be out of the treetops, an extra warning must be added for them, as they may get excitable and run into a patch of Temtenant, thinking it is merely harmless foilage. The sting of a large temtenant may be enough to kill a child under 12 years.

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    Aqua Remonis
    Remonis is a simple Mojenian plant which grows in sections on the forest floor in great abundance, almost like grass. It is a simple brown/green colour and is barely worth notice.
    A strain of this plant, however, called 'Aqua Remonis', is a most curious plant. It is capable of growing ON water. The leaves are large, and puffy, so as to keep afloat, and the roots sink up to about one foot deep in bodies of water. This strain of Remonis is a brown/green color, but occasionally is spotted with crimson dots. In some parts of the forest, it is known that there is such a high consistency of these over some bodies of water, that it is possible for a small animal, or light human to cross over without touching the water at all. The remonis is rather slippery though, having so much water around it, so caution is recommended when crossing these 'natural bridges'.

    ***
    YeanGir tree
    This tree grows to the height of approximately 18', and is usually 2-3 meters in circumfrence. This tree grows in most areas around the forest, and is quite invaluable to humans. Using axes carved out of stone, they raze these trees, segmenting the wood and taking it back to their communities, where they carve and polish it to make weapons. The physical makeup of the tree is such, that it is almost as hard and dense as stone, and lighter, too. This makes exceptional weapon and armor where iron cannot be used. Of course, since the wood is nearly as hard as stone itself, it is a long and laboring task to take down a tree, and axes blunt quickly from it.

    Other flora

    Flora of almost all types can be found in this world, though some plants are rare. As a result, druidic arts are extremely common, and nearly all in the whole of Mojena have a wide knowledge of plantlore - which are poisonous, which are good for placing over wounds, and so on.
    Some flora are carnivorous, and have obtained a semi-consciousness. These plants can be quite hazardous to the life on the forest floor, as they have various ways to catch their prey.



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    Animals

    Pharapher

    This miniature creature is just one of the many creatures that take residence in the vast, vast forests. This creature is herbivorous, but has been known to attack others when they are deemed as a threat. Adults are 1-2 feet tall, and have two large, almost frog-like legs with which they propel themselves around with. Their arms come to a point with three, sharp-clawed 'fingers' Which are used both for balance when sitting still, and as defence. The main food source of the Pharaphers, is the Phorus moss, which is why many phorus miners think of this creature as a pest, as Phorus moss is such a useful commodity to them, and the Pharaphers are the reason it is so rare. These creatures pose little threat to most, though it is advised to be wary of them when they are in groups. These creatures have a layer of delicate, small scales lining their entire body, though they offer little defence.

    Recept

    Recepts often dwell around the Streams and rivers in the forests. Their main source of food is the small, amphibian life within it. They 'lope' on hind legs, and their rough skin is covered with shaggy, thick fur, usually black or a dark brown. Their head is almost bull-like, though their teeth are sharpened - better designed to eat their fish - and their forearms merge into single large, curved 'spikes' or claws, with which they spear fish, then toss them up into the air to snatch in their mouths. Recepts are extremely territorial and will not hesistate to attack any humankind who come near them. Most recepts consist of the Male and his mate, and no more than two young. Once the young mature, they are chased out of the area by their own parents to find their own place. Recepts are, on average, 6-7 feet tall, and the young are usually around 1-3 feet.

    Pulchur

    These feline-like creatures are one of the few sentient biengs which live beneath the canopy. Their eyes are adjusted to see very well in the dark, and they agile - swift and nimble. These creatures are a cross between cat and human, complete with retractable claws, and a long, flowing tail. Dispite their sensuous and delicate stature, however, they are sometimes hostile towards the human races, and often climb the trees to the treetop towns to raid for easy food and supplies. Few of these can speak in the Mojenian tongue, but some have taken the time to learn.

    **
    The Remonis Lurker
    This amphibious creature is scaled, four-legged and carnivorous. It is similar to a crocodile in physical buildup, though usually several feet larger. The Remonis lurker spends its time submerged in water, underneath a large buildup of aqua remonis. it can hold its breath for several hours, lying in wait, and as soon as it sees the roots of the Remonis sink (from pressure of something walking on top of it), The lurker moves - it leaps upwards, snapping its jaws to consume both remonis and the creature that was walking on top of it. Truly a dangerous creature, and one more reason to be wary when crossing any river.
  6. [Mojena] - Magic

    #6
    It is general practice for the people all over the world to study the art of Druidism, to study the plant and animal life. But only so much can be studied, for it is so dangerous beneath the leaves. Many new plants and animals are discovered every day.

    Since they are so close to nature, the human races have some control over druidic magic, allowing plants to grow quicker, or lulling some hostile creatures, but few are overly adept at the skill. Magic in the elemental form is a rare 'gift', to humankind, some 1 per every 500 person may be born with it. But elemental magic is seen as a destructive force in the lands - after all, a single misguided fire spell could destroy their entire town! Thought of altering the natural balance of the world by using this magic makes people wary and distrustful of such power. It has also been rumoured that The fresh dead occasionally walk on the forest floors, but none have found the source of this foul, necromatic magic, and whether it is caused by some fell mist/cloud, or by a life-form living on the floor of the world.


    Mainstream magic: Druids

    The 'Druidic' arts in Mojena are known as "Yen Oneph'e Junea", meaning The essence of life. It is the belief of all the people that their skills and powers derive directly from the goddess of life, Junea, herself. Use of these powers usually require several things. The first is ingredients - all spells of 'Yen Oneph'e Junea' require specific herbs/leaves. They only ever require items from fauna. More complex spells often require more than one type of herb. Whilst the spells are bieng cast, the ingredients are usually crushed in the left hand, which rests by the side, and then sprinkled downwards. The second need for the casting of these spells involves the other hand - Specific hand-movements are required to cast spells. The simplest of spells require only basic movements. For example, the spell to clear someones blocked nose is the crushing of mint-leaves, and a simple flick of the wrist, followed by a clenching of the fist. More complex spells require much more detailed and precise hand movements, and some of the very powerful ones require a third thing to cast: Speech. Only the higher level spells need a voice accompanyment, and even then, the phrases are usually fairly small. For example, the spell for a basic high level spell - to create an adult tree from a seed or sapling - is the following: The crushing of the leaves of the Henpherimal tree, plus the dried roots of a yeun bulb. The hand movements as follows: Arm straight out, wrist one quarter twist to the right whilst extending index and pinky finger, followed rapidly by a wrist quarter twist to the left, and the retraction of the pinky, but not index. The wrist then must be tilted backwards to allow the index finger to point directly upwards, and from that, a flick of all fingers extending, pointed directly forward. With this final flick, the caster must utter the words "Dumanis Dumal".

    Spellcasting requires much stamina - for an untrained to cast the above high level spell is very possible and easy, should he do it correctly, but as a result, he will probably be set in a coma for a good few months, or even years. For the average adult druid, however, casting of that spell will simply restrict him casting any more spells for several minutes, plus perhaps have the need to rest, or to travel slowly instead of at a fast pace. Because of this, it is recommended that people never cast spells when travelling alone - not only is travelling alone dangerous enough in itself, but if one were drained from spellcasting, it would be a death-trip

    Failure to cast a spell, due to an incorrect movement, ingredient or word, often results in nothing but failure, though occasionally (And extremely rarely) A different spell may be cast. This is one source of finding new and undiscovered spells due to complete luck. Though this may seem like a good thing, in actuality it is extremely dangerous, as some have accidentally cast spells which were so powerful, it killed a full-fledged adult, plus caused effects which were none-too desirable, such as warping a large patch of trees, making them grow and distort. The tops of these trees, however, were occupied by a small community, all of which were crushed by the moving wood. It is advised that people practice spell-casting daily without the ingredients, to get used to the movements and keep in practice of them.

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    Rumoured magic: Necromancy

    This is a magic that perhaps three hundred Mojenian treetop people know about in the entire world, and even they cannot cast it. Necromatic magic, or "Yen Oneph'e Ophreal" - The essence of Death - is nothing but a rumour or fairy tale to the treetops. 'Yen Oneph'e Ophreal' is thought to be the antithesis of Yen Oneph'e Junea. Just as Druidic magic focuses on manipulating and altering life and bieng detrimental to health (eg, heal, cure poison), Necromatic magic focuses on manipulating and altering death and bieng detrimental to life (eg, make wounds, blind). Some spells of necromancy require a touch by the caster to activate or complete it. 'Yen Oneph'e Ophreal' also requires several steps for the casting of any of its spells. The first is once again, ingredients. But instead of herbs, leaves and the like, Necromancy required bone, blood, flesh and fur. It requires items from Fauna, animal life. These items are crushed together in the casters right hand. The next requirement is speech, not hand movements. Speech is a major factor for these spells. Simple spells only require a word or two, for example, the spell to cause someone a minor, itching rash is the crushing of Pharapher scales, plus the uttering of "Dèruge Genagem".
    --This particular spell is known as an 'Idle' spell. Once it has been cast, the caster has the spell reserved in his body, and once he lays his left hand on a life form, the spell will be transported to that life form, releasing the energy and completing the spell, to give that creature an itching rash. if the spell remains dormant within the caster for more than an approximate hour, it fades, and will have to be recast.--
    More powerful spells of necromatic nature often require hand movements to accompany the phrases of the spell. These hand movements usually arent overly complex, though they should be done with care, as a mistake can cause volatile results. For example, the spell to wither and kill all plant-life in a 50 foot radius, one must rub the blood of a shadow wolf and the fur of an adult recept together in their right hand whilst uttering the following phrase: "Ul'giminar deru quellis Phereu nasgull perenel' ophreal ingrine shanau golieth Be'denegoles te' pherilia". whilst this is bieng said, the caster must hold his/her arm horizontally in front of him, with fist clenched barring the first two fingers, which perform a circular motion.

    As with Druidic magic, necromatic magic will also fail if done incorrectly - if the words of the spell are said even slightly incorrectly, with the wrong accentuation of the words or a vowel faltered upon, the spell will not work. The difference with necromatic magic, is that the caster will still be drained an amount, whether or NOT the spell succeeds. Of course, if it fails, the caster would not be drained as much, but there is still the slight sense of exhaustion. New spells are difficult to stumble on, but they could be found with much persistence.

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    *
    Deviant magic: Elementalists
    Elementalism, while not unheard of, is generally quite rare in Mojena. Some 1 in 1500 people aquire it through birth, and their gift grows as they age. Unlike the other gifts of magic, most people believe there is no god which holds sway over this domain. But some believe there is. Those who believe it is, and have acknowledged this as a whole school of magic, call this school "Yen Oneph'e Dominicus" - The essence of creation.

    It is believed that the world was created using the four elements, (More of this can be read in the Religion section), and due to this, it is general belief that any alteration to this creation by using the gift of Elemetalist magic is upsetting the balance made by the twin gods. Not to mention it is generally dangerous - a single fire spell could easily take down a town before the leaves of the mojenlar tree burst at the heat and fully quench the flames. So while not openly rebuked, Elementalist magic is seen as a separate entity to life, and most do not tinker with it. Some still do, however, and due to these few, the following is an explanation of the requirements of casting it. Unlike Magic of life and death, Elementalist magic requires no ingredient, but one constant, and that is having ones mind set firmly on the school of magic - Fire, Wind, Water, Earth - that they are going to cast from. Both hands are required to perform specific movements - even for basic spells. Though the simple spells merely require one hand to copy the other - For example, the spell for reimbersing a segment of Phorus moss with energy equivalent to the sun, is the mindset bieng cast onto fire, and both hands to twist wrists quarter turns inward towards each other whilst shifting fingers from pointed outwards, to a clenched fist. Speech is not a requirement for casting spells, but high-level spells require hand-movements to be different per hand, and thus far more difficult. For example, to cast a spell which removes all moisture from a creature, dehydrating and ultimately killing it painfully, one must have their mindset focussed on water, And whilst their left hand performs the following: arm straight out, wrist twists a half-turn anti-clockwise whilst the fingers extend upwards, then the ring and middle fingers must be drawn to rest the tips squarely in the palm, then the wrist must be pushed downwards so the fingers then point forewards, The Right hand must do this: Arm rested straight down beside the body, whilst the index finger curls and uncurls three times; whilst the finger uncurls the third time, the arm must be lifted to a 90 degree bent angle at the elbow, and to finish, the ring and middle finger must be drawn back to rest firmly against the palm, like the other hand.

    The true power of elementalism
    There is a third AND fourth stage of elementalism, both in difficulty and in power, and it requires an intense amount of thought and imagination.
    The theory behind Elemental magic is as follows: The hand movements describe how the magic acts, and the mind-set confirms which school to use it in.

    The third stage of Elementalism is the use of alternate schools used for the same movements. For example, the typical fireball is the mindset on fire, whilst the handmovements depict a dumbfire ball which explodes on impact. Have an out of control fire? Get a skilled elementalist to cast a Water-ball or Earth-ball onto it. Or to scatter a group of enemies, throw an air-ball in the middle, using the power of air to push them back.

    The final stage of Elementalism is EXTREMELY difficult, and few are able to perform it perfectly. This involves handmovements, and the mindset of MORE than one element. Using the same example of the fireball - how about a fireball which deals damage, then instantly puts out the fire it caused with water? It is not simple additions which judge the difficulty of this (ie. it is not twice as hard to cast with 2 elements), It is approximately four times as difficult PER ELEMENT. This means that a simple thing such as creating a heavy gust of wind is fine, but creating a hot gust of wind? it suddenly becomes a fairly high spell. No mage yet has been able to cast even the simplest of spells, using all four elements, and live.
    As with the other two magic sects, Elementalism drains the user of stamina.

    ----------------------------------

    **
    Tricks of the arts
    Linking
    The concept of linking was devised so more powerful spells could be cast with the drain bieng divided, so nobody was left completely defenseless. First discovered by the Druid, Fenfelimar, when he wanted to create a glade of flowers and trees in honor of his wife, who had passed away. The skill to raise over 500 flowers and bushes from mere seeds was beyond his power, so he studied how he could do it. Half a week after his studying, he put his discoveries into test with the aid of fifteen of his friends and aides. All the druids positioned themselves either to the left or right of Fenfelimar, in a line, and grasped each others hands, connecting themselves to each other, apart from Fenfelimar. The druids next to Fenfelimar placed their hands on his shoulders, whilst the man kept both hands free. Once the druids opened their links to the man, Fenfelimar crushed the required ingredients whilst drawing the pattern required for the spell and uttering the needed words.
    The flowers grew, and they grew beautifully, creating one of the most revered glades in all the lands. And with a spell that might have killed a single man, all the druids walked away tiredly, but alive.
    This skill is also known as Chaining, or Roping, and there are several different manners in which it can be done, but all must be physically connected to each other.

    ***
    Idling
    Idle spells are spells which, once cast, reside, dormant within the caster for a period of time - an average spell can be idle for several hours, though some more powerful people can idle some spells for up to days. An idle spell remains within the body until the caster lays their casting hand (left for necromancer, right for druid, or either for an elementalist) onto a life form. The spell is then transferred to that life form, and automatically triggered to cause the action the spell should take, onto the section of the person that the caster touched.
    For example, if someone cast the idle elemental spell, "Blood Ignition", then lays their hand on a foes right arm, the victims blood will raise to boiling temperatures, and the effect will radiate from the arm, out, extending to fingertips and heading to the main body. The spell will continue to spread out until the touch is released.

    Idle-snaring
    This is a skill which only elementalists can perform. Why, exactly, is unknown, but it certainly is a useful skill. If an elementalist is aware that someone is about to inflict an idle spell upon them (They MUST be aware of it before-hand, idle-snaring cannot be done on the spot.), they are able to open their magical reserves, and snare the idle spell as it is passed to them, still transferring it, but not triggering it. As a result, it is just as though they cast the spell, and it is now idle in their bodies! This is certainly a surprise to the offending caster, as they may find their own idle spell bieng used against them.
  7. [Mojena] - Myths and Rumors

    #7
    Myth of the under-world

    Most in Mojena seperate the layout of their world in two sections - above the trees, and below. But some believe there is a third layer, one separated by many meters of soil and rock. The under-world is rumored to be a place of vast, unexplored caverns, riddled with troglodytes and nocturnals. Since nobody has ever been down there (at least, none that have lived to return), proof of this underground world has yet to be given. However, there are several cases of miners going missing without cause, and some believe that they may have broken through to the underground and been killed by whatever beasts live beneath there.

    ----------------------------------------------------
    ----------------------------------------------------


    Exerpt from the chronical of Herodus IV (492LV:: - 544LV::);

    ... man was suffering badly. He had stumbled through a patch of poisonous demujer vines, of which there is no remedy. As a result, we had to kill him to alleive his pain. On his bodice, we found a page, perhaps from a diary. I have included the page found.

    ...d not want to lose our game, for the Recept we are hunting killed poor juiler. We have set up camp for now, and will continue the hunting tomorrow. I fear now, that we may not be able to find our way back, we have strayed far from the travel-lights.

    Kij-day 433LV:: - What a horrifying night! I am writing this next to the dead body of my old friend juiler, who died yesterday... but walked into our camp last night! We tried reasoning with him, but he would not speak, instead he attacked us! We had to kill him, again. I do not know what fell creature or mist could have brought Juiler back, but I for one have lost all motivation to continue hunting. I am going to head back now. My fellow hunters be damned! Perhaps Ophreal himself rejected Juiler admittance to the next world!


    As you can see, there are no more additions. I apologise for the blood-stains on the paper, but the thorns of the vines had penetrated deeply. I request that you look into this 'relife' that seems to have occured, I have never heard of such a thing. Perhaps it was a hallucanation caused by th...

    End Exerpt.
  8. [Mojena] - Nethermyst Races

    #8
    Introduction
    Beneath the canopy, in the pitch black of the forest live a section of Humankind which is unknown to many Mojenians. These people make their lives in the darkness, and thus have adapted to the darkness, bieng able to see fairly well in it. Brightness burns their eyes and so they much prefer their lives beneath. All vision in sunlight by nethermysts is fuzzy and unfocussed.. Towns and villiages are the common homes of the Nethermyst races, and large walls and barricades are often positioned around them to keep out the most dangerous of forest life. Unlike their counterparts - the druids - above, Nethermysts prominently worship the god of death known as Ophreal, and practice the magical art known as Necromancy. Many Nethermysts are aware of the Mojenian races, but choose to keep their life largely apart from them, living in peaceful distate of the Druidic people.

    Greilans
    The largest community of Nethermysts are known as Greilans, and live in the large, barricaded town known as Greimoth. As with all Nethermyst races, their skin is a pure white, as they have had no sunshine to darken themselves. Greimoth resides in the far southern section of Lorenfir, and holds some 18 thousand residents, all of which have black hair, and choose to wear darkened clothing made from the hide of Recepts dipped in black-stain. Their faces are often thin, as though undernourished, but their bodies show sign of lean, durable muscles - attuned to running swiftly and quietly for when they hunt for meat and ingredients. People who worship Junea are laughed at by Greilans, as they believe that one who does not worship Ophreal will get a horrid afterlife. Junea is all but forgotten with these people. Greilans are tall people, reaching an approximation of 5'5 6'4 in adult height.

    *
    Pherrans
    The Pherrans are the only coastal people of the Nethermyst race on Lorenfir, in the town of Pherras. And, living so close to the coast, they are more adaptable to sunlight than the rest of their races. A known saying throughout Nethermyst culture is "In the darkness we know it way, but for guidance through the light, seek out a Pherran or an Anglesman." Pherrans both are able to see clearly in the light, and can also see through the darkness. Bieng the only coastal town of Lorenfir, they are who everybody goes to to transport people or goods to towns on the other continent, and thus they are quite wealthy. Pherran ships embark on voyages only at nighttime, and at daytime, passengers who are not Pherrans take refuge in the windowless quarters below deck, where they sleep until night once again develops.

    All Pherrans have a dark auburn coloured hair and eyes, and their skin, though pale, is slightly more tanned than most other nethermyst races. Women in the Pherran society wear pants, as men do - dresses are all but unheard of for them, and both genders tend to wear spiked shoulderpads. The wearing of these shoulderpads evolved from ritualistic nature, to fashion and protection. As with most other nethermysts, they worship Ophreal diligently, and show this by occasional sacrifices. Junea, while not forgotten, is thought of more as an off-sider, a secondary. Pherrans range from 5'3 5'8 in height.

    *
    Anglesmen
    The Anglesmen are the Lorengar equivalent of the Pherrans. They live in the southern coast of Lorengar, and are the only coastal town for that continent. Angleriff and Pherras make great profits off each other, and the inhabitants of both towns are very friendly towards each other. Their boating habits are similar to Pherrans, in that they embark at nighttimes. They can also see as well in sunlight as Pherrans. Anglesmen also, of course, worship Ophreal, but they do so in weekly dancing in the streets. Once a week, the streets of the town of Angleriff are rigged up with coloured, transparent glass bulbs, which are placed around torches. More of these hand-held torches are given to the dancers, and when they dance, the colours and shadows moving over the town give a beautiful, if ghostly, appearance. The dancing of Anglesmen is slow and rhythmic, and those who watch are reminded of ghouls which some of the more diligent necromancers summon on occasion.

    Anglesmen have dark hair, and strangely, all Anglesmen hair has an odd tinge of sapphire within it. Men and women alike choose to wear their hair down to just above shoulder-length, and Anglesmen are tall, but not lanky. Many nethermysts call them the most beautiful of races, but they are also the most mysterious in personality. Anglesmen speak in cryptic tones and phrases, and can be confusing to many people. Anglesmen grow to approximately 6'2 in height, but can be much smaller.
  9. Mojena

    #9
    Suggestions?
    I have a set-out in my mind of how this is going to develop, but I am always open to suggestions and ideas. Particuarly myths and terrain. Since there are going to be thousands of plants and animals in the forests, feel free to post additions for them, too.

    I am fine with Magic, races and mostly religion, however.

    I hope you enjoy

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    05:39:24 Crap, gotta run... (null zone...I want to know what it is really )

    --------------------

    What is the Null Zone? I don't actually know myself yet :D The suggestion of a place where nothing grows was a suggested idea by Manfred.

    And A place where nothing grows on a forest planet? Certainly it is something sinister at play there.

    Some thoughts I'd had:

    A necromatic lord of some sort cursed it/is living in the middle of it and put a dread spell on the land to deter explorers.

    Was the place of a large city, which blasphemed some unnamed god. As a result, smiting ensued. Now nothing grows there as a reminder not to blaspheme against the gods.

    Most likely one: The place is a tear in the very fabric of that dimension. As nothing mortal can live in the place between dimensions, nothing grows there, and life feels the urge to leave the place A.S.A.P. perhaps with the right combination of magic, a split between dimensions could be made there, leading to an entirely new world. (Plot idea: insane warlock split dimensions to a world and monsters came through. Adventurers have to escort a great wizard to the null zone to repair the tear in reality.)
    Could be interesting to split the dimension to another land in the citadel [Like Armorican kingdoms].
  10. Mojena

    #10
    A very interesting dualistic view on the gods. Not the boring "this one good, that one evil". You are supposed to worship this one on this world, but you would do a terrible mistake to not respect the other one. Both are fair in their own way.

    (Worshipping Ophreal may not be that a bad thing in itself. It's just... you are calling the "passing away" on yourself. Sounds like begging to die. A suicide...)

    Now, the OTHER race, that lives Below, might be viewed as THE Dead (sort of). Once you meet them, and speak, if at all, and learn these guys worship the god who is supposed to worshipped when dead... well, sounds like a proof, along with their strange look and powers. If I were a spiritual leader, I would command a taboo against killing these people, or maybe even to contact them. You know, that might be easily your parents! So, avoid them. (Most people would avoid the Dead anyway.)

    ---

    A nice limit is to require spell-casters to use both hands. You _may_ cast heads-down, but...

    ---

    Yet another option for the Null Zone: the cozy home of Ophreal (may be a myth or reality). Perhaps Yunea has also someplace where she lives? Would be a really wild place, packed full with life, and so dangerous.

    ---

    Some old sci-fi I have read long ago, was about Earth that for certain reasons turned into one big forest.

    The trees rule! In that novel the trees spreading everywhere had a war of kinds, and only one finally prevailed, growing into other trees, and evicting them otherwise. So it is no mistake that a single species is dominant everywhere, and may be pushing others out even to these days. But a single tree is not so cool, there might be also "allies", other trees that get along with it. The Mojen'lar tree being so huge, I imagine another, tall but very slim tree-type finding its place too (insert a few useful purposes).

    But, could there not be different trees dominant in different conditions, like more to the north, where it is colder, or in the swamps that must be somewhere. (Mmmm... swamps. What a nice feature not to be forgotten.)

    The "Wars of the Trees", too slow for most people to notice might be a nice base for Druid knowledge, and maybe even their philosophy. It might be a great myth about tree-spirits battling for supremacy, with only one (the Mojen'lar tree) winning the war. (Druids btw. should be most familiar with their habitat, ie dominant tree type. So different trees - Druids get nervous.)
  11. Mojena

    #11
    Finally!
    I was wondering when you would get this particular show on the road!
    Very good so far.
  12. Mojena

    #12
    Is it allright if I add a race?
  13. Mojena

    #13
    Null Zone...which I think will be a favorite just because you even aren't sure.

    I really like manfred's idea about the tree wars, and it fits in well with your world as he said. Just going on with that for a quick moment..

    I pictured two nobel trees intimately twirled in a death grip. The Mojen'lar is going to win but the massive tree it is fighting is ancient beyond time. Many of his brethern have already succumbed to the new tyrant, the Mojen'lar. (By the way, I can't help but think Ents at the same time as all this...anyway)

    So this ancient tree is old and is losing an he sees hope is lost for his kind so he summons some kind of raw earth magic and curses the Mojen'lar with all its power. This emotional lashing out instantly kills the Mojen'lar in the radius and the noble tree himself also soon after dies. Over time the area of the blast is sucked of life as it dies and forms into the null zone.

    The layer and ill feeling is coming from the top layer of soil which was created in fear and dread by the powers of the noble tree. Nothing will ever be able to grow out of that dirt and it may have some other kind of powers too but nobody ever thought of dirt as being magical.

    Lost my ideas after that point but maybe clearing the top layer it will reveal good soil, but then the soil will never ever grow a Mojen'lar no matter what. Or maybe if the soil is ever seeded by the nobel tree, it will be the only one to grow there.

    Just a thought anyway.

    This doesn't have to create the null zone either, maybe there are a few sections of the forest the exact size of the null zone that only grow certain types of vegetation or something. Make the null zone a wider mystery then just one spot, have them littered throughout the land with different characteristics.
  14. Mojena

    #14
    Is it allright if I add a race?


    You can suggest one, sure :P
  15. The Shobbari

    #15
    The Shobbari dwell on continent of Lorenfir, in several small tree-cities known as Shobbiku. The Shobbiku stretch of the forest is made mostly from titanic redwoods.
    Shobbari are tall, lanky, and reddish-skinned. They have long, flexible fingers and toes. Shobbari have straight, soft hair that is usually black with hints of dark green. Shobbari men wear knee-length loincloths or kilts of fiber-fabric or hides, long-sleeved hide jackets that are worn open, and a fur-lined hat that looks somewhat like a tricorn or three-sided cowboy hat. Shobbari women wear ankle-length, long-sleeved dresses of hide and fiber-fabric that bare the shoulders. These dresses usually have small pockets sewn into the hems of the sleeves. Both male and female Shobbari wear sandals or barkcloth boots lined with fur as footwear. Both male and female Shobbari may also wear a cloak of sloth-fur during rare times of cold.
    Shobbari have long been engaged in a war with a neighboring cluster of tree-cities known as Tupalu. The Shobbari and the Tupalim hate each other with a vengeance and many will kill each other on site.
    Shobbari warriors wear armor of barkcloth and cord, and are usually armed with a boomerang-like weapon called a pekko and a small buckler shield. The regions in which Shobbiku lies are almost completely devoid of mineral deposits, and thus, Shobbari are unfamiliar with the use of metals. Their weapons are usually made from bone or specially-hardened and sharpened redwood, and their armors are usually made from cord, treated redwood, barkcloth, and tree-turtle shell.
    Shobbari are devoutly Junean, who they call Junnu, but they also offer worship to the spirits of their ancestors departed to Ophreal, who they call Oprekk.

    Shobbari Names: Oparo (M), Tupiro (M), Karreku (M), Shabburi (F), Lepokku (F), Geniri (F)
    Shobbari Last Names: By the Shobbiku tree-city of their birth. For example, Teppu of Shakkeku

    How's that, Shadow?
  16. Mojena

    #16
    Hehe, nice :D

    One thing I'd like to keep in mind, though, is that these people are not all that 'tribal', as such, nor are they unadvanced in any way. Basically, if they had the same resources as earth did in the same abundance, they would be almost on the same level of intelligence and technology as us. But due to iron, and all metals, at that, bieng so rare, it is hard to advance in such a manner.
  17. Mojena

    #17
    Edit - - Races. Key: *
    Edit - - Magic. Key: *
    Edit - - Religion. Key: *
    Edit - - Flora and Fauna. Key: *
    Edit - - Flora and Fauna. Key: **
    Edit - - Magic. Key: **
  18. Null Zone Myth

    #18
    OOC: Shadoweagle suggested this, and I'm gonna' do it. Don't believe for a second that this is the true origin of the Null Zone, unless Shadow says so. It is, after all, a myth.

    Sjagu, the Wind Leaper, was bored.
    He lay upon a bed of clouds and sighed, for he had absolutely nothing to do.
    For, you see, the wind has gone everywhere, and seen everything.
    But one thing that Sjagu, the Wind Leaper, hadn't done was irritate Ophreal, the god of death. And, of course, all the spirits agreed that this was a foolish thing to do, but Sjagu, the Wind Leaper, is, by his nature, a foolish being, and so he decided he would go through with his little game.
    He soared along until he came to the House of Ophreal, and into the house did he blow.
    With his winds, Sjagu knocked over a fine vase made from black iron that was Ophreal's favorite vase.
    The vase bent, and there was no repairing. Sjagu, foolish though he was, saw that there could be no fixing the problem, and knew also that if Ophreal discovered this, his tenure as Wind Leaper would be cut very short.
    Sjagu lugged the vase out of the House of Ophreal and dragged it through the forest. The day grew hot, for Sjagu could not fly about to cool the air.
    Finally, Sjagu found a place where he could dispose of the iron vase. A great Mojen'lar tree grew in the center of a clearing.
    "There," though he, "will I plant this vase. Those deep-sunk roots will hide it."
    Sjagu, with the winds quickness, dug up the soil, and dropped the dented iron vase into the pit he had made. Then, the Wind Leaper wiped his brow, and went about to cool off the day.
    He did not hide it as well as he thought. For, the next day, Ophreal came to the Wind Leaper's cloud, and to him, he said:
    "Wind Leaper, where is my prized iron vase?"
    To which Sjagu, thinking himself clever, replied:
    "I know not, oh great Ophreal."
    Ophreal, though, like a chiding parent, found the evidence before seeking the perpetrator.
    "I believe that you do," said he, presenting the bent, dirty remains of the vase. "See also this," he said, and pointed down below.
    In the forest there was a black spot, dead and empty.
    "This is what you have wrought, by sowing my vase into the soil. My sister Junea is distraught, and sent me to punish you."
    Sjagu began to beg for mercy, but the God of Death would not be swayed. "First, this dead land shall remain to remind you always of your crime. Second, when I wish, you must carry my vase with you as you fly, and, as I will fill it with water, you shall disperse rain across the land."
    Thus, we have rain, and also, the Null Zone.

    OOC: Maybe not my best work...But we'll see.
  19. Mojena

    #19
    Muahahahaaa, I can see this as a chapter of a book of fairy-tales and poems in a library in Hemorigoth, and old people sometimes get the book out to tell the tale of the null zone to the children. nice work, Captain.
  20. Mojena

    #20
    I had this idea of a certain creature while chatting with Shadoweagle.

    How about a creature with some "chaos aura", that likes spellcasters for dinner. It spoils the spell cast, and is another reason why it is unwise to cast alone...



    Now, what if we would transplant something of that into a tree? What if, when a particular type of spell (Wither, Drain, etc...) is cast around this tree, the tree reacts "unfavourably"? It could drop old branches in the direction of the spell caster, move the leaves on one side for a moment (possibly creating a little rain down there).

    That would not be any kind of intelligent reaction (a forest of this size with sentient trees is quite a scary thought), more a natural reflex the trees have learned to respond to some spells. Maybe not all trees, maybe just one type, maybe just in a certain place. Maybe reacting only on a kind of magic. Perhaps an elemental spell caused here much destruction long ago? Only the trees know, and they won't tell.
  21. Mojena

    #21
    Very nice, I'll have to add that idea :D
  22. Mojena

    #22
    Might I suggest there is a place where there are "rocks", big rocks that rival the trees in size. These rocks would be large, but not deep and little to no mining would be found.

    A society might make a home there. That society might be "twisted" avoiding the druidic and emphasizing the elemental.

    They might be your "antagonistic" culture here.
  23. Mojena

    #23
    I was planning on creating either a place where elementalists who are sick of the restrictions the druids place on their magic, moved, a small society of mainly elementalists, or a place where the elementalists are born more often for some reason or another. I may incoorperate these large rocks into that, however.
  24. Mojena

    #24
    Edit - - Mojenian Races. Key: **
  25. Mojena

    #25
    I'd like to suggest an animal...

    Brachyurus
    These animals are massive, bristly-furred wolfs with silvery-white fur. They stand about 6 feet tall at the shoulder. As on regular wolves, the thickest fur of a Brachyurus' coat is above and around the shoulders. On a Brachyurus, this shoulder ruff is constantly "up", as if the creature were angry. Their howls are eerie and carry for miles. Brachyuruses are vicious and territorial, and live in packs of five to seven, led by an alpha female.
  26. Mojena

    #26
    ***************NOTICE***************

    New SECTION added:
    --------------------
    Nethermyst Races
    --------------------
    See post after Myths section.

    ************************************
  27. Mojena

    #27
    I'd like to suggest an animal...

    Brachyurus
    These animals are massive, bristly-furred wolfs with silvery-white fur. They stand about 6 feet tall at the shoulder. As on regular wolves, the thickest fur of a Brachyurus' coat is above and around the shoulders. On a Brachyurus, this shoulder ruff is constantly "up", as if the creature were angry. Their howls are eerie and carry for miles. Brachyuruses are vicious and territorial, and live in packs of five to seven, led by an alpha female.


    Nice :)

    .....

    Edit - - Overview. Key: *
    Edit - - Flora and Fauna. Key: ***
  28. Mojena

    #28
    A very interesting setting. Can I suggest a plant?

    Sea Mojenlar

    This gargantuan plant is actually not related to the great Mojenlar tree; in fact, it bears almost no resemblance to it: rather, its name has been given due to its size and dominance of the oceans in the same way that the Mojenlar dominates the land.

    Sea Mojenlar is a large leafy sea weed, resembling the giant kelp but far larger and thicker. Growing in huge, dense forests which may be hundreds of miles from one end to the other, the Sea Mojenlar can grow in a depth up to 2 1/2 miles of sea water, its vast stems and thick leaves cutting out all light from the lower regions. Similar to the forests on land, the upper canopy of the Sea Mojenlar makes a rich ecosystem, however, there is very little life much below surface. The lower portions of the plant is simply a thick, flexible "trunk"; the upper portions are covered with wide, thick fleshy leaves and air sacs. The tangles are so thick that it can be extremely difficult to sail a ship through it (though it could be done).

    For some reason, Sea Mojenlar does not grow in shallow water. It can, however, crawl over land; an isolated rocky island in deep water might have its lower shore totally covered with Sea Mojenlar (which can grow at up to 2 feet per day); some smaller islands are totally covered. A becalmed ship would require the crew to be daily cutting back the growths.

    P.S. As a random fact; Captain Penguin, did you know that "Brachyurus" means "short tailed" and there are several species on Earth called it? Maybe brachyuruses have shorter tails than regular wolves (as well as there other interesting features).
  29. Mojena

    #29
    Not bad at all, Iain :) Thanks for the suggestion.

    -----------------------------------

    PM to strolen, regarding necromatic magic

    I caught your conversation with manfred after I left, last night, So I thought I would try and help clarify for you :P

    09:39:58 I am looking for a reson to become a necromancer and I don't see the pull for it besides being evil...which doesn't give a lot of motivation.

    -First, these people don't worship Ophreal to get necromatic powers, they worship him so in the next life, Ophreal rewards them. The necromancy is just a bonus.

    09:40:24 I guess control over the dead is a pull.
    09:40:39 Learn about things from "the other side", literally.

    -Necromancy, though generally 'evil' has a lot of uses which could be far FROM evil:
    *Summoning an undead to save a family from a dangerous creature, without risking ones own life.
    *Talking to the spirits of dead animals in the same way the druids could talk to the spirits of the trees, and learn things about the future
    *Blinding/confusing a creature to make your escape
    And so on.
    09:40:57 Immortality, not to forget this one.
    Yes - Studying the dead will also give longevity over life, divulging secrets of the other world. There won't be immortality as such in this world, but the 'under' people will certainly have a longer life span.

    09:41:58 Immortality. OK.....sick of all the shiny happy people looking for another power. It is a tough once since they have to catch animals which seem to be pretty rare.
    09:42:24 I think it would be rarer then elementalism then probably.

    No, you do not understand - how is hunting for some creatures so much more difficult than hunting for a rare plant. First, the druids have to BRAVE the creatures to get TO the plant, then the plant itself may be poisonous or hostile in some way. Necromancers can just set up large pit-traps and check on them once a week, they will have caught a variety of creatures! And it doesnt matter if they have been killing each other or not, because all necromancers need are the ingredients, not the animals. One more thing: these people will be USED to bieng underground. They will be able to see in the dark, and they will know their surroundings very well, not to mention the haunts of certain animals, plus what those animals strengths and weaknesses are. The only problem they may have is collecting feathers from a bird in the treetops :P

    09:45:59 Thirst for Knowledge is always a great motive.
    09:48:14 Now, even a shaman is a necromancer in a way... he speaks with the Dead (ancestor spirits), and can ask them for favours.
    09:48:51 So why such upheaval if you make corpses serve you?
    09:50:57 It's almost the same thing...
    09:51:33 And if you don't believe in any afterlife... then there is no problem.

    What he said :D

    09:53:17 I'll buy that. It is just the difficulty vs. return investment I was looking at. Judea worshippers are magic heavy, everyday occurance almost taken for granted. I would think they could get quite powerful. So why turn to this dark art that requires difficult hunts for rare animals (that are still scholar wizards after all, not rangers) just to command a few dead? I was looking for the key hook to draw in more necro recruits and I am not so sure that I am convinced entirely on the why.

    Necromancers are also magic-heavy, everyday occurance things, and they would get quite powerful as well. They would simply use their spells for different things. Druids tempt their crops to grow with druid magic, and necromancers hunt food with offensive spells. Also, 'powerful' in the sense of this world for druids, means bieng able to make several trees grow at once, though useful, its nothing outrageous. But if used properly, it can mean the difference between life and death (entangle a dangerous creature by making some vines grow at an accelerated rate, wrapping around its legs and bodice.)
    And as said, for necromancer, its no more difficult to hunt for creatures as it is for druids to hunt for plants, because they have lived down there for generations and know what they are doing.

    09:54:06 There has got to be a key ingredient that provides the pull that life goddess can't provide.
    09:54:22 Creating eternal servants...

    Creating eternas servants :D
    better defence
    longevity

    But one thing I dont think you are realising, Strolen: These people have lived down here for generations upon generations. Necromancy and worshipping Ophreal is all they know to DO! It isnt as though they migrated down from the trees a few years ago and suddenly decided "Oh, I might as well give Ophreal a try!" Why not ask your same question from the necromancers point of view (just imagine for the moment that they are the focussed on people for now, and the treetop people are the rumored people)
    *Edit:Shadoweagle* 09:54:06 There has got to be a key ingredient that provides the pull that the death god can't provide.*/Edit*

    09:57:12 The servants have to have some kind of intelligence though....vampires popped into my head for some reason..

    Zombies/skeletons/basic undead for menial tasks. Ghouls for relaying messages safely to another town (they can glide straight through whatever danger there might be) Vampires for a bit of intelligence with the undead power (Raising a vampire would be something only the most powerful of necromancers could do). And so on.

    09:59:03 Maybe looking for a way to create an artificial soul? Something the gods have no "copyright" on?

    Yes. Piecing together flesh/claws etc from many different beasts would be an interesting experiment that necromancers could do. "Create the perfect creature"


    10:00:10 There is something with what you are saying but I still feel unsatisfied.

    One last thing to realise, and this is OOCly. Necromancy isnt for everyone. Why do some people go warriors? Rogues? Chaotic? Lawful? It depends on taste. You may not think this complete, others may :)

    -----------------------------------------------------------
    /////

    I'm aware there may be some holes in my setting. Please be aware, though, that I STARTED this just a week or so ago, Im still working on it, looking for errors/ideas that don't work (Such as the fact 220 thousand people would be extremely difficult to live up in the treetops. Ive refined to 22 thousand :P [Thanks Manfred ;)])

    So please bare with me while I add to it and work it around. of course, a lot of things I say don't make much sense anyway :D

    All the same, I DO appreciate if people point out errors. I mean, how can I fix it if i don't know it's THERE!?
  30. Mojena

    #30

    No, you do not understand - how is hunting for some creatures so much more difficult than hunting for a rare plant. First, the druids have to BRAVE the creatures to get TO the plant, then the plant itself may be poisonous or hostile in some way. Necromancers can just set up large pit-traps and check on them once a week, they will have caught a variety of creatures! And it doesnt matter if they have been killing each other or not, because all necromancers need are the ingredients, not the animals. One more thing: these people will be USED to bieng underground. They will be able to see in the dark, and they will know their surroundings very well, not to mention the haunts of certain animals, plus what those animals strengths and weaknesses are. The only problem they may have is collecting feathers from a bird in the treetops :P


    Just adding to this :D

    Animals can be hunted: searching for scent/landmarks, disturbed trees, tufts of fur, shed scales and so on. They can also be heard. Plants have to be SEEKED, not hunted. There is little tell-tale signs to say you are in the right area for a certain breed of plant to grow.

    All in all, I think it would be EASIER for a nethermyst denizen to gather ingredients for spellcasting than it would be for Druids to find theirs.
  31. Mojena

    #31
    But can't druids plant their own? Once they find them and they are used for spells, can they just grow a garden? Can't say no to all the different plants...if they are just plants. They will find ways to keep them from dying, but I can understand maybe if their were other limits. Going to have to figure out some of those because if magic is common....gardens would probably be too.
  32. Mojena

    #32
    And still a little bit more to Necromancy.

    Magic can be divided in many ways, and one is around the problem of healing. The "common" magic, with all its funky special effects and versatility, cannot really heal. The other kinds, even druidic magic, and all the clerical stuff are able in this regard (to various degrees, of course).

    A little exception to that "common" magic is Necromancy. It is Necromancy that deals both with living and dead tissue most intimately, and so Necromancers would be the most qualified as healers. Even without godly support, they may be able with their magic to positively influence the sick and wounded. Sure they have not those great spells like Cure *** Wounds, but their understanding may be much deeper.

    The only problem they may have is collecting feathers from a bird in the treetops :P


    What about a secretive nightly expedition into the Above? Where come all those stories about ghosts crawling around in the dark from, anyway?
  33. Mojena

    #33
    But can't druids plant their own? Once they find them and they are used for spells, can they just grow a garden? Can't say no to all the different plants...if they are just plants. They will find ways to keep them from dying, but I can understand maybe if their were other limits. Going to have to figure out some of those because if magic is common....gardens would probably be too.


    I suppose Druids COULD plant their own glades for many ingredients, even though necromancers can do this to an extent, making pens for certain animals. This won't be done as easily as druids gardens, but all the same, it would be simpler than hunting. Some plants could be extra sensitive to sunlight, or need moisture only an estuary or marsh could provide, so some may not be able to be planted (Which still leaves the good ol' Hunt for rare ingredient that only grows in X place in the world, for healing some rare disease etc...).


    And Just to give a bit of organisation for Manfreds post :)

    Healing

    Elementals: Cauterise wounds(fire), restore fluids/cure dehydration(water), little else, barring a few more minor things.

    Druids: Exceptional in healing disease and mental effects, using various ingredients as catalysts for healing spells.
    -Cure disease
    -Cure poison
    -regain stamina
    -Close wounds via dramatically increasing the natural healing process of someone.

    Necromancers: Exceptional in healing physical ailments, as they have great knowledge of physical makeup of biengs.
    -Cure cramps, some forms of blindness etc by redistributing muscles/bones to proper alignment
    -Close wounds by manipulating the flesh, promoting tissue repair. stitches wounds together, more than closing them over.

    --------------------------


    I like the idea of the nightly expeditions:

    Hanala walked slowly along the long, rickety boardwalk at the edge of the treetop town, enjoying the night sky and listening to the sounds of the nocturnal Mojenian Krilling owl. Abruptly, one of the owls' hootings cut off with a strangled 'squee', and the rest of the forest goes quiet for several seconds, before continuing its sounds. Hanala gasped softly to herself and peered out into the forest.... nothing... But wait! A flash of a pair of bright eyes glaring at her, and the outline of a thin humanoid creature, before... nothing... Whatever it was, is gone now...
  34. Ideas

    #34
    Diving Herons-
    A species of heron which dives into rivers to gather fish.
    Some communities have trained diving herons to retrieve fish to supplement their diets.

    Bark Burrowers-
    These are giant maggot-like worms, about the length of a grown man's arm. They are a blight on the forest, devouring tunnels in the wood of the trees.

    Heart Wasps-
    Heart Wasps are massive bees that nest in large ground hives. They are about the size of a human torso.

    Fetching Jackanapes-
    The Fetching Jackanapes is a small, intelligent monkey that is trained to gather fruits and other foods for villages.
  35. Mojena

    #35
    Diving Herons:
    I like :) Though perhaps they are difficult to train, and take years to be perfected or something, so they are more of a rare commodity. These can then be sold for large amounts, as they are such a benefit.

    Bark Burrowers:
    Not bad. This could lead to a myth of how the underground world (which is yet to be explained) came about - The mother Bark Burrower, who was as large as the mojena tree, and three times as thick, burrowed for years, underneath the world, creating the caverns :)

    Heart Wasps:
    This can refine 'looking for a needle in a haystack', into 'looking for a coin in a Heart wasp nest!'. A good idea, and very dangerous for mojenians and nethermysts alike (A powerful necromatic spell requires the venom of a stinger of a heart wasp - who is game to brave an entire nest of them to get one!?)

    Fetching Jackanapes:
    Im not sure about this idea, especially if the Mojenians can make glades just below their villiages, which is fairly safe. Perhaps they can be harvesters for the glades, however, picking fruit that the people grew themselves :)
  36. Mojena

    #36
    They really do have birds in some asian countries that are trained to retrieve fish. They are taught from birth (hatching?). I am pretty sure they have something around their neck to keep them from swallowing the fish though. A steel ring or a rope when they are going to go fishing.

    On that same note, other birds (hawk-like) could be another huge past time as another source of food. There has got to be tons of birds perhaps. Maybe a special larger breed of bird that is perfect for hunting, and perhaps can capture some tree born animals.
  37. Mojena

    #37
    Been a while since I've worked on Mojena, time to pick up the slack a bit :)

    Edit - - Nethermyst Races. Key: *
    Edit - - Locations/Terrain. Key: *
    Edit - - Magic. Key: ***
    Edit - - Locations/Terrain. Key: **
  38. Mojena

    #38
    BUMP!
  39. BUMPing Mojena

    #39
    On that same note, other birds (hawk-like) could be another huge past time as another source of food. There has got to be tons of birds perhaps. Maybe a special larger breed of bird that is perfect for hunting, and perhaps can capture some tree born animals.


    How about using birds for guarding? I see little place for "common" guard dogs here, but a bird would be perfect. Among the countless sounds a forest of this size produces, there should be a bird with an unusual, perhaps deep voice, that alarms its owners of strangers approaching. It would be well fed, as they can't spot all dangers. On the other hand, it is usually killed first in secret nightly raids...
  40. Mojena

    #40
    BUMP!

    I could see warriors who are trained to use birds as weapons- it'd be like falconing, except instead of sending the birds to hunt, you send them to attack.

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