Post by Kat on May 12, 2011 9:18:23 GMT -8
Hey everyone, first, I'm going to need to have some place descriptions made. I don't really want to do all of them, because I want the process to be more communal than that. So, I'm hoping other people will help! What we need to do is have the names of places as well as descriptions (about 50 or 60 words; not more than 100.) in the South.
Pretty much anyone can write any places they think would be fun to roleplay in in the South. I was thinking that the Eyrie itself is positioned on sea cliffs, right above some sort of igneous vault which would warm the nesting sands (I was thinking it might be fun to have one big sands area, and a smaller one, but I'm not sold on that idea at all.) The Eylings, then, would be in the sea cliffs over looking the water.
We also need some places in the South that are not the Eyrie. If you make up town areas, then we'll have to add them to the town list which I haven't made yet. Otherwise, I think anything is good. There should be some Kamrov breeding/racing places, as well as maybe some postal route stops?
Finally, I wrote a plot up for the new roleplay. I am very not happy with it. It reads really awkwardly, and I do plan on working on it. With that said, I thought I would post it here first, so that people could go over it, and could tell me what about the plot doesn't work or if it is not what we were thinking about. Or, if someone wants to rewrite parts of it, I'm down with that too.
Pretty much anyone can write any places they think would be fun to roleplay in in the South. I was thinking that the Eyrie itself is positioned on sea cliffs, right above some sort of igneous vault which would warm the nesting sands (I was thinking it might be fun to have one big sands area, and a smaller one, but I'm not sold on that idea at all.) The Eylings, then, would be in the sea cliffs over looking the water.
We also need some places in the South that are not the Eyrie. If you make up town areas, then we'll have to add them to the town list which I haven't made yet. Otherwise, I think anything is good. There should be some Kamrov breeding/racing places, as well as maybe some postal route stops?
Finally, I wrote a plot up for the new roleplay. I am very not happy with it. It reads really awkwardly, and I do plan on working on it. With that said, I thought I would post it here first, so that people could go over it, and could tell me what about the plot doesn't work or if it is not what we were thinking about. Or, if someone wants to rewrite parts of it, I'm down with that too.
Everything in the Spiderlands seemed to be improving when the riders came. The group of young people, some only children bonded to the great griffins of lore, the Simourvs controlled the population of the terrible lizards, the Xymokoxi who ravaged the land of Pohono. The number of people bonded to simourvs, the numbers of fighters working to stop the xymokoxi only inclined as the population of the Eyrie, the nest of the great griffins and the hub for the organization of riders, grew. After two large hatchings from the great queen of the simourvs, the riders were beginning to become more powerful and to become a true defense against the terrible lizards. Not one of the riders, of the first generation or the next generations, anticipated the disaster which disrupted the entire structure of the growing Eyrie.
The earthquake hit in the middle of the day, the land splitting apart under the great hatching ground of the simourvs and sprawling under the Eyrie, destroying the structures and caves which shaped the Eyrie. The buildings that the riders painstakingly built to house the rider recruits or the merchants which supplied the Eyrie fell to the ground. The nesting sands split in half, leaving a gash in the middle of the sands, and only the original caves stood against the shaking of the Earth. Now, the large population of riders had nowhere to live, and the community of the Eyrie was destroyed. Some of the riders vowed to rebuild the Eyrie of the Spiderlands, but some of the others realized that the newly reduced space of the Eyrie was filled beyond capacity. The simourvs answered; they had an idea, a collective idea, to move to the South, to the unexplored Southern continent. The simourvs said that they thought there was a home for them in the South.
So, a group of the Northern Eyrie riders left to fly across the ocean on their great beasts. When they arrived, the Northern riders learned that the South was not as uninhabited as they originally believed. The riders from the North were met with a welcome party from the Southern Eyrie, the simourv riders from the new continent. The two groups soon realized that the South was colonized by humans not long after the North was discovered, but because of the limitations of the technology of the Northern colony, the two groups never knew about each other. The Southern Eyrie, far larger than its Northern counterpart, agreed to accept the Northern riders into their ranks, and the two groups began to merge.
However, the Southern Eyrie is not quite the haven the displaced Northern riders needed. The riders all live under the tyrannical rule of the Senior gray rider, the leader of the riders. The gray rider plans on seizing complete control over the Eyrie, before she expands her power throughout the Southern continent. The Northern riders are just more pawns to use in her quest for power. The xymokoxi are still a constant threat to the safety of the people of both continents, and the riders are mixing, technology and cultures as they interact together. When the two groups of riders combine, the Southern Eyrie will have to change.
The earthquake hit in the middle of the day, the land splitting apart under the great hatching ground of the simourvs and sprawling under the Eyrie, destroying the structures and caves which shaped the Eyrie. The buildings that the riders painstakingly built to house the rider recruits or the merchants which supplied the Eyrie fell to the ground. The nesting sands split in half, leaving a gash in the middle of the sands, and only the original caves stood against the shaking of the Earth. Now, the large population of riders had nowhere to live, and the community of the Eyrie was destroyed. Some of the riders vowed to rebuild the Eyrie of the Spiderlands, but some of the others realized that the newly reduced space of the Eyrie was filled beyond capacity. The simourvs answered; they had an idea, a collective idea, to move to the South, to the unexplored Southern continent. The simourvs said that they thought there was a home for them in the South.
So, a group of the Northern Eyrie riders left to fly across the ocean on their great beasts. When they arrived, the Northern riders learned that the South was not as uninhabited as they originally believed. The riders from the North were met with a welcome party from the Southern Eyrie, the simourv riders from the new continent. The two groups soon realized that the South was colonized by humans not long after the North was discovered, but because of the limitations of the technology of the Northern colony, the two groups never knew about each other. The Southern Eyrie, far larger than its Northern counterpart, agreed to accept the Northern riders into their ranks, and the two groups began to merge.
However, the Southern Eyrie is not quite the haven the displaced Northern riders needed. The riders all live under the tyrannical rule of the Senior gray rider, the leader of the riders. The gray rider plans on seizing complete control over the Eyrie, before she expands her power throughout the Southern continent. The Northern riders are just more pawns to use in her quest for power. The xymokoxi are still a constant threat to the safety of the people of both continents, and the riders are mixing, technology and cultures as they interact together. When the two groups of riders combine, the Southern Eyrie will have to change.