I've been working on this for a while now, and I think I've finally got everything down so I can post it in one go! Very exciting (for me, at least). Feel free to review and tell me what you like and don't like about this place.
Vulim: An Overview
Vulim is a plane of vibrant culture, long history, and dubious origin. Though none still dwell on the plane who can remember its creation, the appearance of this place did not escape the notice of several more long-lived planeswalkers. The Plane is barely two thousand years old, and yet, for all its comparable youth, the inhabitants thereof have carved out a dramatic and compelling existence.
Though at the center of their world lurks a massive evil - an evil that the plane was created to house.
What this evil is, and why it has been trapped within the shell of this world, none remain who know. The peoples, surely, remain oblivious to its presence. Though in recent years, the evil has been making itself known. Corrupting the land, poisoning the minds of the people above, and exerting its diminished power over whatever it can touch. Whatever wards or magic that keeps the evil trapped is failing - and undoubtedly, it is eager to escape.
The consequences can only be dire for Vulim, and the people who live there.
Geography
Vulim is a perfectly spherical world, and large. The core of the planet is hollow - this is where the evil lurks. Anyone, or anything, attempting to dig too deeply into the bowels of the plane risk growing closer to the evil's power, and falling under its sway. Luckily, barely three miles below any solid ground, the earth turns to nigh impenetrable stone. The earth above this point is rich in minerals and precious ores - mining operations by humans or elves tend to not want for resources.
In fact, all across the plane of Vulim, resources are plenty, and war is rare. Visitors often comment on the idyllic nature of the plane - assuming they cannot sense the wrongness that exists far below their feet.
The plane is split into three large continents which are separated by two great oceans. The Northern continent is called Inswyr by the native elves, and the Southern continent is called Unity by most of the native humans there. The third continent - little more than a string of large islands between the two continents - is called Syrsmouth by the native and insular cephalid population.
Inswyr The Northern continent is mostly arid and mountainous. Great swaths of desert extend from the semi-tropical southern shorelines, until they reach a great mountainous expanse. These mountains are known as the Poi Krim, which means "Mother's Spine" in the language of the now extinct Lokrah. The desert is called the "Glasslands" by the elves for its tendency to form pockets of intense heat that turn the sand to glass. The southern shore is known as Fushala, and most of the elves makes their homes here, or in the southernmost portions of the Glasslands. It has been many years since anyone has ventured into Poi Krim, and many years more since anyone has returned.
Syrsmouth Syrsmouth is a semi-circular ring of four large islands and several dozen archipelagos where the Cehpalids make their home. The climate is always temperate, with the easternmost islands - those facing the Sea of Songs - tending towards come weather, and the westernmost islands - those facing the Sea of Storms - almost constantly being battered by turbulent weather. The northernmost island, called Serpent's Crown, is home to the amphibious Cephalid city of Ims-Til-Ra. From here, the Cephalid Oligarchy direct trade routes and shipping lines.
The southernmost island is known as Ian's Watch. It was originally populated by humans, until they were driven off of the island by an unknown entity centuries ago. The island is out of the way, and close to the Sea of Storms. It is shrouded almost perpetually in dark thunderclouds. Few venture there.
The two islands between Ian's Watch and Serpent's Crown are Jewel's Gaze and Ins-Mum-Ra, respectively. Jewel's Gaze is an island free from the Cephalid's, Human's, or Elve's control. It is a lawless place that is mostly populated by criminals, pirates, and seedy merchants. Ins-Mum-Ra is the smallest of the four islands, but beneath the ocean waves is a sprawling Cephalid metropolis that extends for miles in any direction. Ins-Mum-Ra's position allows the Cephalid total control over all passage between Inswyr and Unity.
Unity Originally known as Juulsgard, the continent of Unity has been known as such for at the past four centuries, ever since the disparate human kingdoms came together and formed a single kingdom. Unity is a temperate and cool continent, covered mostly in fertile planes and thick forests. Humans here live simple lives of farming and trading.
The northern shorelines is flat and cool. A large river - called The Giver - creates an enormous harbor and delta, above which sits the United City. The capital of the Human Nation, its massive stone parapets and large white walls stand as a testament to the endurance and community that the humans wish to represent. Past the United City, and deeper within Unity itself, there is mostly hilly meadows and many, many miles of open grassland. The Human Nation is spread out along these grasslands, moving goods via paved road, or down The Giver.
On the northwestern edge of the continent lies the Vorst - a dark and vile forest that corrupts anything that enters there. Reports of monsters leaving the Vorst, or people disappearing into it, are frequent. Humans fear the Vorst, and anything that lies within it.
On the other side of the continent, however, is a more soothing woodland. Less thickly wooded than the Vorst, the Forest of Eld is home to a few enterprising humans who wish to make a living off of the forest. Life in the Forest of Eld is peaceful and harmonic - in stark contrast to the dire darkness of the Vorst.
Black Mana As far as it is known, there are no swamplands on Vulim.
There is, however, no shortage of Black mana.
The Vorst, Ian's Watch, and Poi Krim have all been slowly corrupted by the evil in the center of Vulim. There are reports of strange occurrences, disappearances, and even treachery within the United City as well. The evil within Vulim is always seeking to expand its influence, though where the darkness will go next is anyone's guess.
Nations of Vulim
(Mana symbols only denote the types of colors the various races tend to gravitate towards.)
The Fusari Elves - The Fusari Elves have dark skin and light hair. They have adapted to life in Inswyr remarkably, creating wonders out of glass, stone, and metal. They are a highly intelligent people, focused mostly upon adaptation and advancement. They view the world as their's to learn from, and about. Though most Fusari elves are accepting of all other races, it is not a well known secret that they drove the Lokrah Ogres of Poi Krim to exile, and eventually, extinction many hundreds of years ago.
The Elves are led by democracy, and vote in a new Chancellor every thirty or so years. Usually, this process is based upon academic merit. The current Chancellor is an elf named Valsufa, who has governed the Fusari for seven years so far. Zie is a level-headed individual who is in favor of expanding northward - past the Glasslands, and into the mountains of Poi Krim. Valsufa reasons that the mountains can only hold untold riches for the Fusari, though zie is careful of sending anyone to their deaths. The last expedition zie established never returned - a fact that sits heavily upon zir shoulders.
The Fusari military mostly consists of powerful sorcerers and spellblades. Though the military is a necessity to protect the elves from pirates, bandits, and the occasional dragon from Poi Krim, actually joining it is considered a burden, and only for the most unintelligent among them. What they lack in numbers, however, they make up for in dazzling displays of magic and ingenuity.
The Cephalid Oligarchy -
The Cephalid of Vulim are shrewd and cunning negotiators and merchants. They have almost complete control of the waterways between the two continents, and so, control all of the trade. They are wealthier than both nations combined, but their physical limitations prevent anything short of hostile negotiating practices from being possible. The Cephalid are technically amphibious, and can exist outside of water for extended periods of time, but moving around on land is a cumbersome and awkward affair. When they meet with foreign dignitaries or merchants, they prefer to do so on their terms. Cephalid are rarely seen outside of Syrsmouth.
The Cephalid are ruled by the oldest merchants and diplomats among their numbers. Currently, the Cephalid Oligarchy consists of seven members, all of whom are well over ninety years of age. The oldest - the venerable one-hundred and forty year old Om-Hu-Tep - leads the council, and has veto power over many decisions that are made.
Their military is nonexistent - however, all Cephalid are capable of communing with marine life. Because of this, they have befriended several monstrously large and intelligent Octopi to defend their lands from invasion and piracy. There are even rumors that a Leviathan is at the beck and call of the Oligarchy, but if the creature has ever been unleashed, none live who know...
The United Human Nations - Save for the now extinct Lokrah, the humans are the shortest lived, and most vulnerable, of all the races of Vulim. Because of this, they long ago threw aside petty conflicts and banded together to build the United City. Thus armed with a sense of community and pride, humans have become a major power by virtue of their staunch sense of honor and emphasis on protecting their own. From the United City they have crafted a powerful military and nearly unmatched navy (there's not a whole lot one can do against a giant octopus).
The current leader of the Human Nation is Queen Genevieve Alexander, though she prefers to go by simply "Gene". Young - especially when compared to the other world leaders - she rules Unity with magnanimity and even handedness. Recently, however, she has fallen ill, and so most of the matters of state fall to her adviser, the tall and bearded Franklin of Eld. He is a rather severe man, though it is apparent he cares deeply for the queen, and would not make any decisions without her blessing.
For every citizen born in the United City, military service and training is mandatory. Those born farther away may, of course, volunteer or be drafted in times of need. Mostly, however, the individual villages are content to govern themselves and pay their paltry taxes in exchange for protection from the Queen.
The Lost Lokrah -
Though extinct, the Lokra used to be a proud and savage race. They contended with the might dragons of Poi Krim for dominance of their ancestral homeland, and succeeded. Their culture was rich with symbolism, mysticism, and honor. Once, they were a powerful and disparate people. But when the war brewed between the Fusari and the Lokrah, their pride prevented the separate tribes from banding together. One by one, they fell, until the last of the Lokra were forced out, into the Sea of Storms, and away.
Eventually, they settled in what is now known as the Vorst, on the continent of Unity. Unfortunately, the corrupting energies of the Vorst filled the Lokrah with savagery, and removed their honor. Slowly, as infighting increased, the Lokrah dwindled. They even came into conflict with the native humans - but soon, ceased leaving the Vorst entirely.
Eventually, they died out.
What caused the war, and why the Elves failed to move across the Glasslands and into the now vacant mountains of Poi Krim, is a mystery still. There is however, some hope - if not for the resurgance of the Lokrah, than perhaps, for their culture to be remembered. Motta, last of the Lokrah, has recently made his way away from the Vorst, and has taken up residence in the Grand Fusari Academy. There, he works closely with a man named Professor Salvadir to discover what happened those many years ago.
The Coalition of Jewel's Gaze -
Barely even a nation at all, Jewel's Gaze is an alliance of thieves and pirates. Made up mostly of Elves and Humans, there have been known to be a few rogue Cephalid in their ranks. Mostly, they simply wish to be free to do whatever they want - looting, stealing, and murdering - and it is not uncommon for those on the run from the law to end up on the island of Jewel's Gaze.
There is barely any organization - the only "rule" is that if someone comes to wipe them off the map that they all pull their heads out of the ale and point their weapons at whatever it is. The most feared corsairs and cutthroats win the day, and there is one woman who stands out as the most vicious and bloodthirsty of them all: The Princess. Named as such ironically, it can be imagined, the Princess is an old elf woman with more scars than wrinkles and more money than a bloated Cephalid. Rumors abound about her origins, feats, and promiscuity (though speakers of the last are likely to get stabbed), but who she truly is remains a mystery. One things for certain - she controls the largest pirate fleet in the Sea of Storms.
Extraplanar Visitors
Aloise Hartley Originally drawn to Vulim by old ruins located within the Vorst, Aloise became entangled in the affairs of the village of Vale's End and Motta, the last of the Lokrah. After the death of Thrim - cementing Motta's position as the last of his kind - she helped Motta leave the Vorst and find a place where he would feel more welcome. Occasionally, she visits her friend and tells him stories of her travels.
Her research into the ruins of the Vorst was cut short by both their untimely collapse and Motta's plight. She has half a mind to return, however, and figure out why it crumbled to pieces in the first place..
Clade Unknown to most of the inhabitants of Vulim, Clade appeared on the face of the plane... and remarkably, left it intact. For several weeks, there were reports of an "enormous green monster" roaming the countryside of Unity. When finally confronted by a battalion of the United Army, the old troll was heard to growl; "...A storm is coming. Perhaps that is for the best."
Since his arrival and subsequent departure, the Forest of Eld has experienced unprecedented bounty and growth, and one tree, deep within the forest, has begun to tower over the rest...
The Master An unknown planeswalker whose identity and intentions are hidden. It is likely that, whoever the Master was, has long since passed away. Aloise had followed ruins that spoke of "The Master's Torch" to Vulim from another plane, leading her to believe that The Master was an ancient planeswalker. Whether or not The Master used Vulim as a staging ground for his unknown purposes, or even created Vulim, or the Evil in the center of it, remains to be seen.
Author:
chinkeeyong [ Sun Sep 14, 2014 3:20 am ]
Post subject:
Re: [Plane] Vulim
An interesting plane. I look forward to seeing how the onset of evil progresses over time.
Author:
Lunar Mystic [ Sun Sep 14, 2014 3:48 am ]
Post subject:
Re: [Plane] Vulim
I like the premise of the evil lurking below the surface. Its quite vague, although the possible immensity of it is intriguing. It will be a good challenge to not end up with something cliche.
Are there any other planes that lack swamplands but still seep black mana that we know of? That seems cheesy for every plane to just happen to have "swamps"..... now i'm confused*.
Anyway, I like the plane, and it's good to see some development from what we've seen in "The Hermit's Burden." It will be interesting to see, with that internal "darkness" you mention, if Aloise is going to be done with the plane, or if she had more to say about it in the future.
Author:
Lunar Mystic [ Sun Sep 14, 2014 8:44 pm ]
Post subject:
Re: [Plane] Vulim
I got it....
Swamps represent black mana, they are not solely responsible for its existence.
So a plane can have no "swamps" but still produce black mana which are swamps by default to make things less of a headache for a card game.
Author:
RavenoftheBlack [ Sun Sep 14, 2014 8:49 pm ]
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Re: [Plane] Vulim
I would imagine a jet quarry would provide a lot of black mana.
Swamps represent black mana, they are not solely responsible for its existence.
So a plane can have no "swamps" but still produce black mana which are swamps by default to make things less of a headache for a card game.
And I would say not all swamps necessarily make black either. I mean, look at the gladelands in Florida. Technically a swamp, but I would think it's more likely to produce blue or white actually.
Author:
Arcades Sabboth [ Mon Sep 15, 2014 5:25 pm ]
Post subject:
Re: [Plane] Vulim
The name Everglades is taken by a -producing land.
Thanks for reading, everyone! I added a section for extraplanar visitors - if anyone would like a planeswalker to be added to that list, let me know! In fact, I already have a few in mind that I would like to add, but I'd like to get permission from their various creators first!
Will the creators of the following characters please step forward and voice their opinion on the matter:
Kirsh of the Flats Larasa and Morgan Lukas Harran (Who I know is currently tied up in WOTW but I'm just looking for past appearances, really.)
@CKY: Thanks! I'm interested to see how the evil progresses as well, actually... Man, I just don't do ominous like Raven does. Shucks.
@Raven: Ha! I didn't even notice I did that. Naming stuff is hard, sometimes. I think I'm going to keep it, though.
As for whether Aloise will have anything more to do with the plane, well...
@Lunar Mystic: I think swamps are just generally portrayed as a place of decay and selfishness. Think about it like this: In a swamp, nothing stays above the muck and brackish water without standing upon something else. You can't claw your way out the sludge without dragging something else down. It sort of encapsulates the ideals of black mana. Personal success, at any cost.
Author:
KeeperofManyNames [ Wed Sep 17, 2014 2:40 pm ]
Post subject:
Re: [Plane] Vulim
Do whatever you like with Kirsh! He didn't leave Amaran much during his time there but he ventured out periodically, and we don't know what he was doing between leaving Otaria and arriving on Amaran. And since leaving Amaran he's been all over.
I like what little we've seen of this plane so far. In particular I like that we don't know what's up with the Vorst yet. The vagueness is intriguing. And I like the brief appearance of Clade here. That's kinda fun.
@Raven: Ha! I didn't even notice I did that. Naming stuff is hard, sometimes. I think I'm going to keep it, though.
As for whether Aloise will have anything more to do with the plane, well...
Yeah, I'd keep it. I like it. He does remain one of my favorite villains of all time, though, just in the interest of full disclosure. Which, I suppose, may help explain my penchant for cartoonish super-villains.
Will the creators of the following characters please step forward and voice their opinion on the matter:
Kirsh of the Flats Larasa and Morgan Lukas Harran (Who I know is currently tied up in WOTW but I'm just looking for past appearances, really.)
If you could get Lukas's creator to step forward, I would be amazed and highly pleased. DavFlamerock seems like he was a pretty cool guy.
However, as the only one who has thus far written for Lukas, I'll state my opinion on the matter. Lukas's primary motivation (before allowing himself to get distracted by Kahr's story arc) is tracking down Gabrielle's soulstone and freeing her spirit, and he knows that it's a demon who has it. So he goes were demons are, or where he suspects they might be. I don't remember seeing anything about demons in the write-up here, but the corruption within the plane may well have drawn him to at least investigate, if he happened by it. If the plane does lack demons proper, he may not have stayed long, but I could see this as a plane he'd be keeping his eyes on.