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Wesbee — Nelver Fantasy world

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Published: 2022-02-26 20:49:43 +0000 UTC; Views: 12975; Favourites: 23; Downloads: 0
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Description Nelver is the most popular fantasy world linked to in the VR systems of the Angel Fleet and the colonies. It mixes Tolkien, C, S, Lewis with other fantasy races, genre and story lines. Because of speed of light lag each planet and major colony has a slightly different version. However, many things are stored client side so if you change planet, you retain your in-game assets. All races are playable. 

Each Numbered region has different styles, populations, and stories. Each region has several cities, dozens of towns and villages with resources, adventure, and quests. In some more primitive places. Tribal centers and abandoned ruins replace the cities. There are Humans, Dwarves, Elves, Halflings, Centaurs in many cities. Goblins, Orcs, trolls, hunt the wilds, raid the villages and in some cases live in towns as citizens or slaves. The seas have various Mer people. Most can be friendly and will trade but the Shark Mer are at war with most other Mer, men, and elves. This makes the Ina sea dangerous. The Selkie are cold water mer. They are found in the Coast of Bears and the southern ice sea of Har. The Sea Elves of Noth and Sol live on living ships that grow upon the sea. Some older Sea Elf ships are as big as islands and have cities in them.

1: The Coast of Bears. One village chief has set out to unite the Viking clans and forge a nation and an organized fleet from this land of fishermen, woodsmen, and milk maids. The regional themes are Viking/ Scottish sword and long boat; with a dash of Asterix and Obelix. The Coast of Bears raids and is raided by Jade Port, Eth and in the past Istrill.

2: Jade Port and the lands to its south, east and west of it. A divided empire with magically trained warriors, kung fu monks, and others. Many Asian monsters including mono-horned orcs and hairy goblins. Asian Fantasy, Manga, Wuxia. Dragons rule the highlands. To the east along the north coast is the elephant valleys with its Indian princes, djinn and cat people. 

3: The trade city of Istrill was hugely rich but the brother crown princes turned on each other in war. Facing losses, they turned to necromancy to bolster their numbers. Now the abandoned city is overrun with zombies, skeletons and ghosts and it is unknown if the princes live or are themselves undead. Parties sneak into the dead city to loot its wealth. Some even return but few of these adventurers return alive. Treasure hunters verses the undead. To its south are the lake dwarves and hill halflings in the Irwah Mountains that have to contend with undead wandering south. With Istrill’s great army now dead both the lake dwarves and the halflings must unite against goblins and orc raiding from the west. On the south coast of there are lands of the dragon lords and the villages of the werewolf outcasts.      

4: Technology and guns are known in the world but those that use them are hunted and killed. So, some set off to the island continent of Istrill to build a colony. The orcs did not welcome them. Aetherpunk, Clockwork & Steampunk magic verses orcs. Talimara is a besieged Thumtal giant’s town. A little help would be rewarded. The towns giant mage has been captured and enslaved making the orcs very dangerous. One Orc tribal leader is particularly dangerous. He is only seen at night and appears to be a man.

5: The Potenus estates. Waring wizards, who really should be fighting the organized orcs in the woods and mountains. Dark elves have overrun a dwarfhold. Help the dwarves retake it. However first, to get to the dwarfhold’s gates, you must brave the Wand War and the Legions of orcs.  Roman orcs, wizard war, need I say more.

6: The empire of Eth. Backstabbing elector kings & merchant nobles. These fight on land and sea. The elderly emperor plays with toys. To the north there are smart woodland creatures in the hills that fight and prank all comers. There are alpine elves with dragons living high above in the mountains. These have been known to hire out as mercenaries.

7: The Vermilion Peninsular between the seas of Res and Coor is a place of battle and many castles, there are also halflings, Merchant dukes and pirates.

8: The orc hold & wood elves vie for the lands east of Coor with wizard’s gate to the south fending off the technologically inclined necromancers of the Machenar. If you get caught with a gun and burned at the stake blame the Machenar, they once tried to conquer the world. “Civilized” orcs face wild elves. Wizard war against undead gun armed foes & clockwork tanks.

9: Steppe Centaurs battle Sky goblins in their ramshackle magic war balloons, while the Iron Halls rules the north with cavalry and Dragon riders. Through all this the War Road runs across the continent though a gauntlet of bandits, giants, and thieves.

10: The serpent men rule the desert named after them. They can take human form with potions and spells. North there are the jungle elves with their tree top houses. There is also a lost human colony in these jungles; originally from the Austu valley. On the savannah plains there are pixies that have taken to living in saddle bag houses on horses. Don’t steal their sheep or horses.  

11: The alpine sky elves live high above all their allies and foes, with dragons and flying ships they can trade and fight far afield. The Treent forest is rich in magic fungi and herbs but the tree men do not like trespassers. To the south the river kings marry and war for the wealth of the region while to the east Ozgood the great king seeks an able heir to marry his three daughters, he has no son.

12: To the north there are the pixie woods where pixies and goblins war. There are also orcs to be feared. Here young dwarves only 50 years or so have set out to build their own dwarfholds and seek new ores to mine and tree roots to farm. On the eastern and western ends of the woods is the House of the Wild: a string of fort towns populated with men, elves, giants and talking animals. They have many foes to fight.

13: The Austu river flows parallel to the coast and enters the sea at three ports. This once great empire has fallen with the crown prince trying to overthrow his father. In the process the empire shattered, and both died leaving a child on the divided throne. Lord Aust, cousin to the king, who warned about all this had been exiled. Now his son returns as a merchant determined to restore the empire, but he does not want the crown. South of the river is the land of the lost king. This royal house fell with all members killed or so they think. In reality the heir and his sister both survived but were two young to know they are royalty. Only one servant knows, and she is old. The prince, a young man, now guards the walls while his sister serves in the empty palace’s kitchens. Plots abound as men vie for the throne; many have died while the true heir guards the gate. Germanic/ British Royal intrigue and quests to aid the rightful heirs. In the seas beyond three ports the shark men lurk, warring against trade fleets and other Mer.

14: The crystal kingdom’s great cathedrals of magic are adorned with stained glass and silver. The high priest is mad as were his predecessors. The coast of counts and the vanguard knights seek more magic treasures for the kingdom’s trophy temples. They take what they cannot buy cheaply, and they raid as far as the Jade Port and the sea of Res. In the woods, alley ways and markets, the Secret Order works to foil their fanatical greed.

15: Brown lands. On the coast of arrows new wealth in gold and magic stone has been found. The mine lords set up outposts and rule with dagger, wand, and crossbow. The primitive mounted tribes stand against the invaders. Deep in the mountains the mage shamans live in two great cities and produce magic bows and arrows to fight off intruders. It's the wild west with wands. Cowboys, Indians but with some Inca myth, lore, and magic. There are shark mer raiding the shores when possible.

16: The Southeastern brown lands continent is cut off by impassible mountains to the north and west. Monsters hunt their coast. Here the magic animals are unlike the rest of the world. Marsupials, giant birds and reptiles. Here the dark-skinned Austaroo people are primitive but masters of magic. They travel light and build no cities but own the deserts, plains and fire prone forests of this land. Australian dream time fantasy and a dash of stone age aetherpunk. Deep underground the southern Dwarves war with horse sized insects whose queen is as big as a house. The spoils of this war are wanted by alchemists worldwide but delivering the queens eggs to somewhere is almost as dangerous as stealing them. 

17: The lion lands are populated with African fauna, dragons, and striped centaurs. The Sun Kin tribes are proud hunters and farmers lead by Sharman chefs. African war, myth and magic. To the south in the jungles lurk the jungle green skins who raid the Sun Kin and the striped centaurs. To the north the Coast of counts raid in search of exotic animals, slaves, and magic treasure. On the coasts are the Ebony Corsairs raid the Sun Kin and passing shipping. They also war with the Mer and shark Mer.                


[This gives me the excuse to do fantasy in a science fiction world. Yes, its cheating.]
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