Project Myra [entries|archive|friends|userinfo]
Project Myra - Creating a Virtual World With You

[ website | MYRA - Your World Full of Creativity ]
[ userinfo | livejournal userinfo ]
[ archive | journal archive ]

Races of Myra (4) - F-H [Jan. 16th, 2006|09:08 pm]

ellifaey
[Tags|, , ]
[mood |busybusy]
[music |TV...]

Just trying to help translating :-) (I hope I won't make too many mistakes ;-))

Races of Myra - Part 4 - F-H


F

Faey


A crossbreed between Eldar and the humans that had one of the twelve Sisters of Virtue as gossip or even mother. They appear as especially beautiful, mostly light-skinned,blond and slender women which rarely use magic and never use weapons but they are masters in unarmed combat. They live in Aegyrland on Yhllgord and in few druid forests. Sometimes the Sister's of Virtue themselves are called Faey. (read more about them in the upcoming special article on fairies and elf-like folks)
Player race: Yes (on Feenor/Yhllgord and as single adventurer) / Role-play race: Yes (usually Yhllgord)

Fishheads


Other name for Selavaner, humanoids with fish-like heads, which live at the bootom of the coreganian sea in their city Danuviapon, reigned by King Kor. There is the theory that they were human once that were magically bound to fishheads. It is known that they came from the witchworld of the Ophis.
Player race: Yes (on Selavan/Corigani and as single adventurer) / Role-play race: No*

G

Gomorrer


A humanoid crossbreed made by alchemists out of orcs and lizard people. They have lots of combat strength and endurance. Depending on their mix ratio they are more intelligent the more lizard people is in them and stronger the more orc is in. They worship the demon Gor-Orkon and are rather dark shamans than magicians.
Player race: Yes (on Chi-Tai-Peh/Ysatinga and as single adventurer) / Role-play race: Yes (usually Ysatinga)

H

Haryien


Hybrids, halb woman, half bird, that came out of the Bloody Belt, the former ShadowZone. They combine intelligence with strength and community spirit with a strong will to survive. As they developed from Amazons, they are materialistically oriented and live in haryienhives. Although they are regarded as being female they are hermaphrodits and only the nominal ruler of the hive, the Haryion, is said to be male. Haryien are neutral warriors who can only do magic in groups. Some warriors leave their hive to live thair lives as mercenaries or something similar. Their godddes is Pottundy, cruel goddess of the jungle.
Player race: Yes (near the Bloody Belt and as single adventurer) / Role-play race: Yes

Hengster


Hybrids, half human, half horse, mostly with a human upper body on a horse body but there are many other appearances. They came from the Bloody Belt, the former ShadowZone, before they moved to the Prepararbajo Forest where they once had a strong empire. Now they nearly extinct. It seems that they have been a people of predators: At the beginning of the dark age a hengster named Caronj was known in Aegyrland. The pfader (See explanation when "Races of Myra" P is translated) considered him to be an unscrupulous robber. And another hengster accompanied by a druid is said to have been attacking caravans in Cubanar. [More about hengster in German language]
Player race: Yes (as single adventurer) / Role-play race: Yes




Part 1 - Races of Myra -A-
Part 2 - Races of Myra -B-D-
Part 3 - Races of Myra -E-
link1 comment|post comment

Races of Myra (3) E [Jan. 15th, 2006|12:42 am]

irascignavojo
[Tags|, , ]

Time to get more of the Myra basics out to you, in order to get you aquainted with this world - and get you writing and drawing and painting about it :) So here you are with

Races of Myra - Part 3 - E


E



Eldar


The High-Elves of Myra. Most of those Eldar who survived the battle of Pondaron over 400 years ago, went to the Valley of Life somewhere on Kezunsea afterwards, where Dragons and Unicorns, both all but extinct in the rest of the world, still are rumoured to roam freely. They are fair-skinned, nearly pale, and tall, usually rather slender than stocky. (read more about them in the upcoming special article on fairies and elf-like folks)
Player race: Yes (on Karcanon and as single adventurer) / Role-play race: Yes (usually Karcanon)


Elven


The Elven are a race of noble giants, predecessors of the fairies and elves, who got smaller of the myriads of years. They always were the sworn enemies of the Tauren, but only a few single individuals of the Elven are said to still live today, on the Gorganic continent. (My118). (read more about them in the upcoming special article on fairies and elf-like folks)
Player race: No* / Role-play race: No* / Individual NPCs possible in stories set in the past


Eyaresheth


Only in running waters do the Eyaresheth live. They are humanoid fish-like creatures, who have innate magical abilities but do not use, leran (or teach) spells. Indeed as far as we know, they are not capable of human speech at all. A colony of Eyaresheth is know to live in the land of Dyvenloon on the continent of Gwynddor, in the small rivers and large streams running through that magical forest which is blessed by the tree-blossom goddess, Jaffna.
Player race: Yes (on Gwynddor) / Role-play race: No*


Eysgiants


Eysgiants inhabit, as far as we know, the whole Icy Band, that large realm of eternal ice which stretches between the continents of Karnicon and Ysatinga on the one side and between Rodebran and Zhaketia on the other side. They are decendants of the Tauren and formed a nation under king Caltryn. Their size is described as being ten to twenty feet high, their equipment as being more furs than armour. Evil and undead Eys-giants are to be found in K'ayra Matra under the control of Lyr A'Krae, a favourite of Xnum, the god of Necromancers.
Player race: Yes (on Karnicon and Ysatinga) / Role-play race: No*


Eytas


A people of demigods like the Aegyr. They were set up by the gods of the pantheon to be arbiters between the male and female principles of male and female, Gorgan and Vanga, Man and Yr, but they were seduced by the Dark Six, the deities of darkness. Many of the Eytas fell for the dark side and became what we nowadays call demons, the demons of the ShadowZone. The remaining Eytas were fighting all the more for the side of light and life. They were the guardians of the first chapter of the BDA, the "book of nightmares". They are DreamKeepers now. One of the famous Eytas of history is Zhan, who raised RaonAcum with the Seven.
Player race: Yes (Wandering adventurers only) / Role-play race: Yes*






Part 1 - Races of Myra -A-
Part 2 - Races of Myra -B-D-

To be continued...
linkpost comment

Another Sidenote: The MYRA Project, XENOS and the European Union. [Oct. 21st, 2005|11:40 pm]

irascignavojo
[Tags|]

People around the world can do this together
If you ever asked what makes MYRA different, what makes this different from other worlds writers and gamers create - the answer is: people from around the world do, with their different viewpoint and dreams and ideas in their input. You do, I do. Everything we write, draw or invent for Myra is a lasting contribution to something greater than what we might otherwise do, and as a whole is there to stay.
So what, you say, do *you* do, other than just posting to a LJ community? Let me give you an example:
Read more... )
linkpost comment

Races of Myra (2) B-D [Sep. 29th, 2005|03:38 am]

irascignavojo
[Tags|, , ]
[mood |tiredtired]
[music |TV Focus talk on abuse]

Races of Myra - Part 2 - B-D



B


Bizarre


A special lifeform like no other on Myra: Crystaline beings who, if single, have a roughly humanoid shape, but usually like to be together as one big unified entity. The Bizarre can form weapons from their bodies, like the crystal javelins they throw. Their home territory is the Crystal Mountains near the Bloody Belt in the Ophis of Gwynddor.
Player race: Yes (in the Ophis of Gwynddor) / Roleplay-race: No


Bongolen


A special race of tree-catpeople, related to the Januffen and Kaezinnen, at home in the country Uro-Lianis on Gwynddor. (can be described a bit like bonobos or orang utans)
Player-race: Yes (on Gwynddor) / Roleplay-race: Yes (on Gwynddor)


Burundi


Humanoid canibals, about 7 feet high, easily recognizable by their colourful and threatening tatoos all over their bodies, which often represent their totem spirit in symbolic form. As far as is known the Burundi are only at home in the Pottuvil-jungle in the Diktyon of the continent Karcanons, They are the chosen people of Pottundy.
Player-race: Yes (on Karcanon) / Roleplay-race: No*


Chran

The Chran are a people who were created by Artan and Grewia (Ildru) as catlike beings of about seven feet high. Hand and feet have claws. Nearly all of them have a silky black fur - only the five leaders of the Chran, the Larks, are white-furred and even bigger than the rest of their people. The five Larks are closest to Artan and are rulers and high-priests at the same time. The live hidden unter Corigani, a neighbour-continent of Karcanon, and wait for the day of their destiny, when they have to awake again and fight against the spiders of the prime evil goddess, Marlilith.



D

- No big race yet that starts with a D on Myra - anyone wants to invent one now?




Part 1 - Races of Myra -A-

To be continued...
link6 comments|post comment

Introducing Karcanon (2) - Kezunsea [Aug. 5th, 2005|05:24 am]

irascignavojo
[Tags|, , , ]
[music |tri yann - le soleil est noir]

Introducing Karcanon (2) - Kezunsea



Kezunsea - the name of the subcontinent, hanging on Karcanon a little less firm than the iberian penninsula hangs on Europe. The name comes from
- KE-orapukur (the dark theocracy of the strongest evil god for humankind, Sehtos-Eth or just Seth, the patron-deity of dark magic and ruler of both the dark moon and the dark sun, led by high-priest Dileeb An) Egyptian-oriented.
- ZUN - also called the desert of swift death - the great desert that comprises much of Kezunsea
- SE-eker (Seeker, the light demigod of good magic lives as a hermit here on Kezunsea in his hidden castle)
- A-thanesia (Athanesia is a multi-facetted kingdom, formerly pacifist, formerly including the Myra School of Magic, the famous MSM Esoteria, and the amazon realm of Sandramoris. Both segregated after a military coup that took over Athanesia, which today is ruled by a mercenary general.) The name of the capital is Carthanc, the old name Wohlthat has been outlawed by the mercenary rulers about ten years ago. In the Machairas of Athanesia is the island of Thersland you heard of before.

Map of Kezunsea cut for your convenience )

This map is directed to Ophis, so Machairas would be down, i.e. the other way around than the map of all of Karcanon you saw before.

Zertanien - the 'other' land of the desert besides Keorapukur and its long-standing enemy. your classical arabian nights realm, except that the former Padishah, Shuad el Ahara, made way for Kig Ironwolf, a knight from Athanesia, who came as a protector and stays as a just but hard ruler, fighting for the forces of light.

Desarachnia - the coastal city at the edge of the desert of Zun on Kezunsea, formerly belonging to (and formally allied with) Zertanien. It is the start of the great sea-trading route along the coasts of Karcanon and (like the end of this route, Urbs Navis) has seen many invasions. The most horrible was by the giant spiders of the desert mountains under their shaman Zzroth, which gave the town its name. The most successfull was by the 'Order of the Red Sun' led by Brother Baronac, religious zealotes and paladins of the sun-god Manuijan/Catpoc. They still more or less run the town and the surrounding 2-300 miles. (Imagine Cortez joining the inquisition). The most recent was a few years ago by the knights of Garian from a neighbouring (tiny!) continent called Erendyra, from the (tiny!) empire of Tektoloi. The leader of the Knights of Garian thinks he rules Desarachnia and the country around and should rule Zertanien soon. His new-found ally Brother Baronac thinks, the garianic knight rules at his own mercy. And both think, they follow the same god.

Plot-Hook of [info]kitsunecharmed:
A Guild of Thieves would ideally be set in Desarachnia, without necessarily interfering with the garianic characters (which have been invented by someone else and thus shouldn't be killed off in a story except with my consent) and/or in Carthanc, Athanesia, which currently is adopted by noone and thus ripe to be filled with english LJ users. I'd love you to say "both". By sea it is just a few months along the coast, much safer than through the desert, as Keorapukur is between Zertanien and Athanesia.
Possible patron deities for the guild include
- Dondra, the wind-god, chaotic-friendly wargod but also the god of happy pirates, of gypsies and some nobler thieves. His animal is the eagle and on land the bear. His colour is turquoise, this greenish blue, and his year, the year of the eagle, has just started 425 a.P. (after Pondaron, the last Great Battle of Darkness and Light)
- Anrash, demigod, the rat-god, sleezy, sneaky evil trickster, who once was an apprentice of Dondra and thus knows some tricks wind-wise. His adopted father is the evil god Xnum, the father of the monsters of the deep seas, the god of decay and disease and necromancy. Anrash learned some necromancy from him too. Anrash is like Xnum, snake-god Seth, spider-goddess Marlilith and others a member of the 'Council of Six', six dark deities to rule the world... but he'll be thrown out soon, everyone supposes, as he's too selfish and not effective. Everyone ponders, who might take his place, some demon-princes would love to be deified this way.
- Astragard, demigod by birth, living as a human without followers, son of Seth and half-brother of Anrash, patron-deity of some astrologers. Not much else is known of him.
- Pottundy, the beautiful demigoddess of madness, patron deity of Assassins, mother of cannibals and patron of Harpyies. Sometimes the thieves guilds and assassins guilds might be allies - but this arguably would be the darkest option, while Dondra would be the lightest or fairest.

Maps of the region: a map of Athanesia will follow, a map of Carthanc is available if you need it as it has been created for D20 roleplay there.

Enjoy and write along... if this gives you any ideas. And if you comment, maybe you can encourage KitsuneCharmed to try and write the story she wanted to :-)

Iras Cignavojo


Source: http://projektmyra.de/karckartekezunsea.html (German)
linkpost comment

Myra, Machairas, Magic... [Jul. 10th, 2005|10:43 pm]

irascignavojo
[Tags|, , , , ]
[mood |busybusy]
[music |Wir sind Helden - Guten Tag]

12 winds of our compass rose - Click to get to our German YahooGroup
Myra, Machairas, Magic...... and More

Some basics on MYRA to get you going with your imagination.

Sun(s):
Myra has two suns. Now that you know that, you can forget it again. The second sun, the dark sun Yino, is rarely seen except by dark magic, and only every eight years is it close enough to be seen as a glowing crimson ball near Myra. Some astronomers from the VFA of Athanesia say it is rather some kind of comet, but as I said, you're free to ignore that.

Moon(s):
Myra has two moons, a large light-moon which behaves pretty much like ours. If it is full moon here, it will be full moon on Myra too. There is a smaller, reddish dark-moon, kind of a spooky athmo-moon, with extremely regular moon phases, exactly 16 over the course of one year.

World-Map
MYRA is a globe (and there is an actual globe of this world offline in my room, on a pedestal) though for simulation purposes we have projected the globe on the surface of a icosahedron, a d20, so to speak. Each side of that d20 is covered with a hex grid (48 small hexes in one big hex), that gives us a rough idea what the terrain in a certain area is like, predominantly. How rough? One hex covers about 100x100 miles, all deeper detail is up to the person who adopts (or in the simulation: rules) that part of our world.
Therefore: while a rough map of the world is provided by the team, detail is up to the storyteller, gamemaster or artist.
Oh and the surface is three times as large as that of earth. So there is plenty of room for your imagination.

The Compass-Rose and the two halves of Myra
There are, as you can see from the compass-rose in the picture above, twelve winds, twelve directions and twelve major star-signs in the upper hemisphere. Six major directions (sides of a big hex), six minor (sides of a small hex). For the start you will need just two: the upper one (in other worlds called 'north') is Machairas the sign of the sword, the lower one (in other worlds 'south') is called Ophis, the sign of the serpent. (Please *do* use these terms, instead of north, south etc) (more on directions)

Machairas - The World of the Warrior
Myra is separated in two halves by a large chain of vulcanic mountains, the 'bloody belt'. Machairas is the world of the warrior, male dominated and mixed like a standard fantasy world on a medieval tech-level, though you'll find amazons and queens aplenty. Each of the 12 segments (continents) of Myra's Machairas is odd-shaped and has a guardian, a wise keeper who rarely interferes with politics and mortals and need (or should) not appear in the stories. Everyone can adopt a part of the Machairas of Myra, be it a single character, a whole country or a part thereof, or even, rarely, a whole continent. All gameplay is set here, most stories and pics will be
Ophis - The World of the Witch
Things are complety different in the Ophis of this world, which is one straight matriarchy, ruled by a circle of 12 wise women, witch-queens, who have split the ophis-world like a cake with 12 slices, where witches act like local queens and have amazons to act out their petty wars. Man-servants are nice playthings, but rather weaklings, bred and raised as the inferior species.The Ophis of Myra has no simulation of the politics and thus no gameplay, but stories can be set there.

Magic and Technology
Myra is a fantasy-world, so there is magic. If you know D&D or related D20 material, you will more or less know what is possible and what isn't. Exceptions can and will be made for an exceptionally good story, as long as the balance of the world isn't toppled. Some wise men control even greater magic that spans (or burns) hundreds of miles and affects thousands of people - but such magic is extremely rare and only taught in the great Schools of Wizardry, of which the MSM Esoteria, the Myra School of Magic, is the greatest.
The level of magic you'll find is much lower than in classic D20 worlds (but higher than for example in Tolkien's Middle-Earth), magic treasures and magic weapons will be extremely rare but can happen and can be very powerful.

Technology is on a comparatively low level also (many human nations are not above what you'd find on earth in the early middle ages between 500 and 1000 AD). More is possible though, basically what would have been possible in the middle ages, not what actually was there. Three notable exceptions, though:
(1) a magnetic compass would not work, as there are no magnetic poles in this world. This makes sea-travel slower and mostly coast-bound.
(2) gunpowder would not work as the Powers-that-be have ruled that out
(3) glass is (and thus effective mirrors are) only available for followers of the demigod of light and good magic, Seeker, the hermit in the desert of Zun. The mystery of glass-making is a well-kept holy secret, not common knowledge.

Any questions, so far? Feel free to comment and ask.
linkpost comment

Welcome to MYRA [Jul. 10th, 2005|03:48 pm]

irascignavojo
[Tags|, , , , , ]
[mood |accomplishedaccomplished]

I'd like to welcome joiners and guests alike to our SharedWorld concept, the project Myra

A large part of Myra, the continent Gorgan - Image by Dr.Helmut Pesch, used with permission



MYRA is the third of seven known planets in a solar system which it's wisest inhabitants call "the fields of Aro". It is a fantasy world, created by, described, simulated and played on by an unlimted number of people (over 1000) over an unlimited amount of years (over 20).

Any creative contribution is welcome, as is anyone who just wants to play along with a character of her or his own, or who just wants to use the vast background of Myra, out SharedWorld which we share here with you, as a background for their own creativity or their own role-playing campaign.

We will use tags extensively to make this LJ community as accessible as possible for the different uses. Roleplaying gamemasters will look out for the tag D20, while those wanting to roleplay their character here will go look for the tag RPG istead. There will be tags for Art, Poetry, Stories, and regional tags to show where in the world of Myra any contribution is set, like the continent I administer, Karcanon.

As MYRA started out over 20 years ago, we had the time to do, create and write quite a lot. Why is so little of that on the webpage or in the forum? Because back then in the old days, we published in print. Nearly 15.000 pages on Myra are printed, about half-and-half stories and background material, I would guess. Scanlations of that take an awful lot of time. Hence my warning: Any links to Myra-related background information will probably lead to a page in German, but I'll try to remember making a note on the language for non-english links.

And now, again: Welcome to MYRA! :-)
link6 comments|post comment

navigation
[ viewing | most recent entries ]