Give me life.

Chatterbox: Inkwell

Give me life.

Give me life. Build me up. Give me fauna, give me flora, give me people groups to call my own. Give me villains, give me saviours, give me innocent bystanders and secret villages.

I am an empty world, waiting to be named, waiting to be awoken.

Welcome to the first-ever World Waker thread. 

submitted by An empty world
(May 22, 2019 - 3:17 pm)

More about Imperyal . . .

The capital of Imperyal is Vizikar. It's in about the middle of the kingdom. There are four other cities, Unjen on the coast, Rolden, south of Vizikar, Faniq, which is located by the Gadalan Pass, and Daine, which is near the mountains.

The Gadalan pass is the pass through the mountains to Rith. Faniq was originally built to guard the pass, because the Imperyalins think that under the ground there is a large rainbow egg, and that when the egg hatches the world will end. And so if the egg is broken or anything, the world's end will be "crooked" and the heavens will be torn apart by demons which are actually the shards of the broken egg.

Each city has its own language, but there is also a common one that all Imperyal speaks. Every Imperyalin has to be fluent in the language of their hometown and the main dialect.

Captcha says humm. 

 

submitted by spiffycat, age 12
(May 27, 2019 - 1:05 pm)

The Southern Reaches and the Bay of Horrors

The Bay of Horrors is located in the niche between the Southern Reaches and the Great Rihla Landbridge. It is rumored that all manners of sea monsters live there, but no one knows for sure, since no one has emerged from the bay alive. The sea monsters have also been known to emerge from the bay and onto the neighboring land, a fact that has led the inhabitants of the landbridge to build strong fortifications along the area of land bordering the bay.

Strangely enough, the sea monsters never swim out of their bay. There is a very clear border between the Anamond Sea (south of Sushur) and the Bay of Horrors, where the water turns dark and stormy and the inhabitants go from indifferent to hostile. No land dweller knows why this is, none but the reclusive Anuns. 

The Anuns are nomadic and live throughout the Southern Reaches, where they are generally safe from other humanoids, as few venture into the wastelands. In those rare instances that humanoids do see the Anuns, they tend to assume the Anuns are demons. It's a logical assumption, actually, since they have black eyes that fade into the dark scales they have where hair would be on a human, pointy red ears, and sharp claws on their hands. But despite their evil appearance, the Anuns are actually lawful neutral, as one would say in D&D.

They live in small societies, united under strict common laws. All Anuns go through a harsh training program to learn the skills necessary to defend themselves from the horrible monsters inhabiting the Southern Reaches. When they come of age, they must go through a terrible ritual to become an adult: they are left, alone, in the middle of the wilderness, with no weapons or supplies, and must survive for a week before their families return to help them. Many do not make it through the ritual to adulthood.

Adult Anuns follow a rotating schedule to maintain the barrier between the Bay of Horrors and the Anamond Sea. Those on duty stand in a line at the bottom of the water (for they're amphibious), with special spears held on guard. The spears are ancient and magical and have the ability to hold the barrier.

But they all fear one thing: that the spears go missing, leaving the horrors inside the bay free to escape. 

submitted by Kitten, Pondering
(May 27, 2019 - 6:41 pm)
submitted by a top of faith, catalyst
(May 29, 2019 - 11:30 am)
submitted by TOPPERS, age POKE, NUDGE
(May 29, 2019 - 6:00 pm)

Hiljainen Tundra

Located on the northernmost part of the Eastern Continent, the Hiljainen Tundra appears to be completely empty and lifeless. The only things to be seen is frost and grass. However, there is life to be found in this desolate and bleak frozen wasteland. 

The  Kuun have made this place their home. The Kuun area very human like. However, their eyes have black 'whites' and white pupils. It is unknown why this is, however, it may have something to do with their strange telepathic powers. The Kuun have dark colored skin and are usually average height, a little on the short side. Their ears are pointed, and their teeth are slightly sharper than normal. Their finger and toe nails are also sharper than normal. They can read minds, and sense one's deepest fears. They are able to create illusions. Kuun live in small tribes, of which their are four--the North Tribe, the West Tribe, the East Tribe, and the South tribe. 

There are also very rare animals, like frost dragons, that live in this region. Strange plant life, like the leafless hehku tree also grows here. 

Like many other places, the Hiljainen Tundra is truly wondrous, but it is mostly unexplored. 

submitted by Sybill, age ????, Kyngdom
(May 29, 2019 - 7:26 pm)

I mentioned fish people, so more about them! (Note: I'm assuming that all the oceans, seas and rivers are connected by waterways in this world like on earth [probably with a few exceptions?] but ignore me about that if I'm wrong)

The fish people, formally known as the havoc-bringers, are called this because of their tendancy to appear away from home during odd and often perilous times. A havoc-bringer appearing to an individual person is said to bring tidings of danger for them or a family member. Some speculate that havoc-bringers simply have a sixth sense for trouble and enjoy watching chaos, rather than being the bringers of havoc, but these people are generally written off as very, very wrong. 

The havoc-bringers usually reside around the constellation islands, and their cities are anywhere from the epipelagic to hadalpelagic zones, but they do often visit the surface. Their cities are built out of driftwood, pieces of old ships, stone, bones, and any other undersea materials avalible. Their cities are often quite beautiful and surprisingly bright, especially in the deeper reaches of the ocean. There is a monarchy in place, and the kingdom, which is called Rùo Yíng ("like the luminosity of jade") extends for miles underwater, although outside the kingdom there are few laws.

The havoc-bringers are more fish than human, and are best suited for underwater conditions, but their appearance is still humanoid. Their hair typically takes on a color of their tail, which tend to be similar to various species of fish. Their irises are usually dark brown or black, and their pupils are always black. When out of the water, they can take on a human form, although it is typically somewhat awkward for them to do so, at least for the first few weeks. I think that their speech would probably be a lot different above water, as sound carries differently and there's no bubbling.

Older adolescents and young adults often go off to explore the world for a while, and I imagine that they'd trade with coastal cities, but probably in human form as being a "bringer of bad omens" probably wouldn't be great for trade. And to learn a language maybe they'd hang out near ships and listen to sailors talk, or just walk around the city and not talk for a while.

submitted by icarus, more self indulgence
(May 29, 2019 - 8:18 pm)

Can we figure out alliances and trading routes and that kind of thing?

submitted by spiffycat, age 12
(May 30, 2019 - 9:36 am)

Here's a map, to help with trade-y things. Please tell me if I missed anything.

20190530_180006.jpg
submitted by icarus
(May 30, 2019 - 5:03 pm)

The Giarda Archipelago is located on an imaginary line between the Nothern and Western continents, but much closer to the Western. It consists of around 120 islands of varying sizes, from barely large enough for a house to larger than 5 cities. The climate is moderate and sunny, perfect for human development. 35 islands in the archipelago have cities on them.

The archipelago is controled by the Giardi Empire. Experienced sailors, their ships sail throughout the archipelago, around the Western continent, and even to Imperyal and Alpyna. The Emperor has absolute authority, but most of the day-to-day running of the Empire is handled by the Senate, with each city gaining one Senator. The Giardi are a bellicose nation, whose navy has raided and conquered many costal lands. Those conquered by the Giardi are considered non-citizen residents of the Empire. That is, they pay taxes and have access to public services, but cannot elect senators, serve on juries, or claim protection by the imperial navy. the only ways to gain citizenship in the Empire are to have a citizen as a parent, be granted citizenship by the Emperor, or Serve for 10 years in the imperial navy. Despite their war-like ways, the Giardi are on friendly terms with Imperyal, and trade regulary with them. Giardi culture is relatively high-class and developed, but they consider all non-humans as no more than savage animals. Their navy is often on expeditions to destroy the fish-humans, whose reputation combined with the Giadi's opinion of non-humans makes the Giardi expessally despise them.

The Giardi are great alchemists, and have developed technologies such as revolvers and gas lamps, as well as elementary transmution and elemental control. However, they distain other forms of magic as popycock. The Emperor knows differently, though. For beneath the imperial catacombs, hidden in multiple boxes covered in strong alchemical locks, there is a mask. And if someone were to get and wear that mask, its power could destroy the world...

submitted by Tafinx, the storyweaver
(May 31, 2019 - 12:48 pm)

Have fun with this..:

Aldaryn

Far to the west of the other kingdoms lies the great empire of Aldaryn, where Elfs, Deepgards, Kifael and Humans live together in harmony- or so it seems to the casual eye. If one were to look deeper, however, they would see the great political conflict between the four species. The Elfs and the Humans have such conflicting views on nature that in the pastgreat wars have erupted between the two. Deepguards and Kifael have such an ingrained hatred of each other's elements that gangs form in cities, and bystanders are often caught up in their fights.

The Empress of Aldaryn is a Half-Elfen woman by the name of Dinad Halfleaf. Her policies on the Deepguard/Kifael gang violence is to root it out at its source, and she is quite a warlike ruler. However, Empresd Dinad does not love war, and she will be the first one to try to broker a peace treaty.

Aldaryn has several trade relations with the other kingdoms, but it is mostly self-sufficient, its main imports gems and steel, its main exports wood, exotic spices, dyes, and several others.

Aldaryn's climate is that of Central America in the South, and Europe in the north, with lush, misty forests and himalaya-like mountains cutting through the middle of the continent.

Elfs, Deepguards, and Kifael

Elfs, Deepguards, and Kifael are three species that live mostly in Aldaryn.

The Elfs are a beautiful people of long, flowing hair, pointed ears, and eyes the color of finely cut gems. They protect the woods of Aldaryn, and theyare proud and haughty to the humans, but kind and hospitable to their friends.

The Deepguards are a people of the sea, sworn enemies of the Havoc-Bringer, and ancestral enemies of the Kifael. They are beautiful, with heads of silver hair, skin of shimmering cyan, and three sea-green frills run down their backs for propulsion through water.  They are mildly aquakinetic, and can hold their breaths for three hours.

The Kifael are a people of fire, ancestral enemies of the people of the deep, Havo-Bringers especially. Their cat-like heads bear fur of any color, though nearly always striped with orange. Their eyes are flames of amber, and they are moderately pyrokinetic.

Magic

There are three known types of magic on Aldaryn: Sorcery, Nature, Gifted, and Runecraft.

Sorcery is learned through careful study and practice, and deals with all sorts of magics.

Nature magic is acquired through learning an intense bond with nature, and mostly deals with elemental and growth magic.

Gifted magic is passed down through one's blood- for example, a descendant of a great practitioner of Sorcery might be a Gifted.

Runecraft magic is a learned art of imbuing symbols, whether they be on shield, sword, or tapestry, to create magic.

submitted by Catsclaw
(June 1, 2019 - 9:31 pm)

The Kingdom of Ka La'au

Located on a large island just east of the Southern Continent, Ka La'au is known for its warm climate and beautiful flowers. 

The island is mostly rainforest, however, it also has large sandy beaches, and one large mountain known as Mount Phlavara. Mount Phlavara is covered in cherry trees and is sometimes known as Cherry Tree Mountain. This is where the capitol city, Saundarya, is located. Ka La'au is ruled by Queen Paksi and King Vadali currently. 

It is inhabited by humans primarily, however, members of other species live here. Ka La'au trades primarily with northern regions, because they are the ones most in need of their plentiful tropic resources. They export many types of tropical fruits, plants, and spices and dyes. 

They are usually on good terms with most of the water-dwelling beings, even Havoc-Bringers. They are good sailors and fishermen. They bring fish to places like the Pozhar desert. They also hunt many dangerous water species like leviathans and serpents.

 

submitted by Sybill, age ????, Kyngdom
(June 2, 2019 - 9:11 am)

Top! Don't die!

submitted by Topinx, the storytopper
(June 3, 2019 - 6:58 pm)
submitted by Toooop!!!, age TOP!, Top!
(June 6, 2019 - 4:05 pm)

I won't let this die! Top!

I will add something new tomorrow. 

submitted by Tafinx, the storyweaver
(June 8, 2019 - 7:41 pm)

The Lohikaarme Temple

The Lohikaarme Temple is located at the exact center of the Hiljainen Tundra. It is mostly underground, and much of the above ground area is ruined. It is made primarily of stone. It used to house a tribe of Kuun who worshipped a strange being of darkness known as Varjo Kuningas. However, they all eventually died out.

The temple is guarded by an ancient, powerful and huge frost dragon known as  Talven Herra. The dragon will not let anyone who he does not deem as worthy enter the temple. It is unknown what the requirements are to be considered worthy.

The temple houses the  Ikuisuus Staff, a staff said to be weilded by Varjo Kuningas. It is made of silver, but is unbreakable, and is tipped with a black gem that appears to be radiating darkness. The staff is powered by the gem, and gifts the user with dark magic. The magic is stronger than any other known dark magic objects. It can do a variety of things, from hypnotism to creating demons.

The Kuun will not allow people to get to close to the temple, in fear that Talven Herra will deem them worthy and allow them to collect the Ikuisuus staff. Their greatest wish is that the staff is somehow destroyed, so no one will ever be corrupted by its horrible magic. But it is said that Varjo Kuningas is waiting for someone to finally get his staff, so he can be awakened to wreak havoc all across the world.

 

submitted by Sybill, age ????, Kyngdom
(June 9, 2019 - 11:36 am)