Showing posts with label history. Show all posts
Showing posts with label history. Show all posts

Sunday, 9 January 2011

The Far-East of Gandaroth



Here is the detailed (and updated) map of the far-eastern region of Gandaroth. Chandraya, along with all its states (Candoli, Trisaa, Kuumind, Nakta, Yamalii and Kaandin) and its rival republic Araay are heavily inspired in Indian History and mythology.
I have also created some other locations that can accommodate narratives related to Japanese and Chinese fantasy. There is the big island of Naramu and then the mainland in the South with a few prominent realms like Kiinjo, Akamana, Monsonu, Shijaun and Omakubi.
Finally, I have added some provinces like Shiba-ryo, Hara-anago, Son-Tsubiro, Ts'ai-ho and Yi-Guan. The next thing to do is to come up with the History of these places and the rivalry between the countries. Alas, another project!

Friday, 7 January 2011

Gandaroth "Expanded"

Originally I had a very specific idea for the fantasy world I wanted to create. I wanted to have a medieval-like realm that could incorporate the miniatures I have been collecting so far (knights, orcs, villagers, trolls, lizardmen, and so on). So the map of this realm, Gandaroth, was made with all of this in mind.
But, as my collection and interests kept on expanding, I thought of adding a few more distinctive cultures into the mix. So, I have created three new regions in the Eastern section of the general map (soon to be published) that will have peoples and creatures very much influenced by Indian, Japanese and Chinese cultures. This is quite exciting, as it increases the diversity in the narrative and gives me a chance of collecting and using miniatures that I may get at some stage.

Sunday, 2 January 2011

Kestenlande, the Forbidden Continent



Kesten, literally meaning 'danger', was the name given by men to the lands that spread south of Hargam, beyond Tenger Sea.
Many centuries ago, Kestenlande was a place with several human settlements scattered across the continent and life used to be peaceful and prosperous.
But then the Orcs came and chaos spread to extremes unknown until then. Villages and towns were sacked and destroyed and the surviving humans were forced to leave everything behind. Eventually they crossed the sea and settled in Hargam.

There were a few who decided to remain, though. Resisting the savagery perpetrated by the Orcs, these brave humans found their provisional home in the East of Kestenlande, the regions beyond the great mountains and Lonholnn, the dark forest. Two towers were erected to ensure that the war with the Orcs would not imperil the last human cities. Up to this day, the rebels remain vigilant over the ongoing advances made by the green beasts.

The West, however, was forever doomed to a state of anarchy, as the Orcs increased in number and in power. Their strongholds kept on expanding and they now control most of the continent. The human rebels know that their time will come soon...


A tribe of Orclings leaves the outskirts of Ganwan to menace the humans of the East.

Friday, 17 December 2010

Skulls

A little confession: for a long time I felt that Warhammer's models had way too many skulls decorating their buildings and other bits of terrain. Yes, it's a world filled with bloody battles and terrible wars; but to think of inserting a pile of skulls in every other wall seemed to me an exaggeration.
But then I remembered a place I visited in Portugal about two years ago. A lovely town called Évora, which oozes of History. And one of the most notorious historical buildings is a chapel called "Capela dos Ossos", literally meaning "Chapel of Bones".



This macabre construction does justice to its name: over five thousand skulls and other bones ornament the walls and pillars. The bones apparently were taken from cemeteries nearby and stuck to the walls of the chapel.



And to make it even more sinister, there is a message by the entrance that greets its visitors: "We bones, lying here, for your bones we wait".



After this, something like the Temple of Skulls will sound like the kind of place to spend your honeymoon!

Thursday, 16 December 2010

Grezyby, the Goblin Chieftain



Waving his dreaded giant mushroom, Grezyby is one of the most feared sights in the battlefield and certainly one of the toughest opponents the dwarfs can ever face. He compensates his small stature with vicious fighting abilities using the porous mushroom to intoxicate his victims.
After hearing about the massacre inflicted by Daugrim in Lomman Toll, he will not hesitate in chasing down the bearded culprits and take his revenge on them.

Model comes from Freebooter Miniatures.

In the Woods



Wildeor Moore, the big forest of the South, is home of Crisobel, her brother Tymmer and the old druid Kaneir. Together, they ensure that the forest stays safe from the savage incursions of the reckless Beastmen and other foul races. Filled with mighty magical power and strengthened by the elements deeply rooted in the forest, they are are the true guardians of the woods.

Wednesday, 15 December 2010

The Wild Dwarfs

After being release by Daugrim and his soldiers in the raid in Lomman Toll, Surgon was able to reunite with his own kin, the Wild Dwarfs, who were more than happy to help the dwarfs in their search for the lost treasure in Humstrolande.



The Wild Dwarfs are nomads by nature and totally acclimatised to adverse environments. Their knowledge of the mountains is legendary and their endless courage is feared my many foes, including the Wendigos and Ogres.

Their help will be invaluable to Daugrim as they prepare to enter the mystical mountains.

Note: actual miniatures are from Games Workshop

Sunday, 12 December 2010

Evil is approaching

The Deliverers are devoted followers of Azmaroom, the Dark Lord of Tormentia. Moved by sheer evil and hatred, these grim warriors will do anything to please Azmaroom and his horrid plans.


The miniatures are, obviously, the infamous Warriors of Chaos from Games Workshop.

Thursday, 9 December 2010

The Bogs

In the south of Hargam, the main continent of Gandaroth, there is a forbidden region where many travellers have vanished without a trace. There are sinister tales of entire battalions of men getting lost for weeks only to find themselves trapped in quicksand and irremediably awaiting to be caught and eaten by inenarrable creatures that lurk in the swamps.



This place is called the Bogs and it has seen more victims in the history of Gandaroth than probably any other place.

No one has ever been able to draw a map of the Bogs and only its natives know where it is safe to walk on.
The main victims of its endless labyrinths are obviously the Orcs, who have been trying to travel from Kestenlande, their present home, to the main cities of Hargam through the Bogs.

Even the most fortunate travellers that find their way out of the infamous marshes, will soon realise that they have been lethally bitten by the giant hornets that patrol the outskirts of the Bogs.

Such place has no tolerance for intruders and only a fool would ever think of crossing this deadly region and live to tell the story.

Wednesday, 8 December 2010

The Legend of Gandaroth - Chapter II

From History to Myth

Was it all but a mystical tale? Most people seem to believe so. After all, centuries had passed since the legend of Gandaroth and the fall of Regrus, the once keeper of the Rune of Forgiveness. Many battles were fought; generations of mighty kings ruled the lands and life eventually took its natural course.
As time went by, the tale of the Runes fell into oblivion and History gradually became folklore.

And folklore was used to teach why Forgiveness is so difficult to attain and why Man should endure in hardships to conquer this value.

From Myth to Truth

But the strange events and cataclysms which occurred in the realm of Gandaroth since the loss of the stone were left with no easy explanation. How was it possible to conceive the great plague that cursed the lands from the grand capital Tollfold all the way to the edges of Notherdum? What to say about the massive invasion of the Orcs across Blotan Sea reaching as far as Kestenlande? And what really happened in Doomaris, once the peaceful religious capital of Hargam, where thousands of people vanished in a horrific tremor that shook the earth and unleashed a fog so sinister that the skies were tainted with darkness for over two years?

One man seemed to believe that the tale of the Runes was no myth after all. Juvens, the Red Wizard, gathered with the council of the White Path in the Tower of Kelmund and shared his thoughts on the cataclysms. He said that when the sages who hid the magical stones killed themselves so that no one would find their locations, they released a mystical beam of energy. That energy somehow stayed in the place where the stones were hidden.
Before anyone could interrupt Juvens and his dubious narrative, the wizard continued and told of how the energy generated by the sages in their fatal hour was invisible and imperceptible to the common man but not indifferent to special beings. In fact, over the centuries, this energy had inadvertently touched many men and women giving them the power to have visions of the lost runes thus making them accidental prophets. But how would this speculation explain the disasters that scarred Gandaroth? Juvens waited for the inevitable question and unveiled the horrible truth: to ensure that the runes could be found, Azmaroom, the Evil Lord of Tormentia, created a series of portals that would open every time someone would have a vision of the stones. And once opened, the portals would unleash the Great Demons to seek the unfortunate seer and find the rune.
That is why, the Red Wizard concluded, all these disasters have happened and will continue to, every time one these prophets has a vision of the stones.

Friday, 3 December 2010

The Legend of Gandaroth - Chapter I



Before the Time of Man, the Gods of the Blue Mist greeted the four worlds with their wisdom in the shape of eight runes. All over land and sea, Truth, Strength, Fire, Peace, Righteousness, Good Fortune, Memory and Forgiveness would serve great purpose to all living beings.
For millennia, these runes were protected by the eight sages summoned by the Gods. The world of Gandaroth was concealed in peace and prosperity.

But greed and malice did not allow the great plan to carry on for long. The Dark Council, lusting after the infinite power of the stones, called out the Great Demons from Ancient Times, opening portals linked to the netherworld, Tormentia.
These foul spectres haunted the world seeking to steal the runes from Man, and ultimately, from universal order.

Chaos and destruction emerged and spread across the four worlds. The search for the runes became a mission of blood and death. Weary of the horrible fate in the hands of the Demons, the eight sages decided to hide the mystical stones where they could never be found ever again. They also agreed to take their own lives so that their secret would never be revealed.

Each sage travelled for years, facing endless dangers and trusting no one. The path was of sacrifice and solitude. Eventually, one by one, the runes were hidden and lost for eternity as their lawful protectors kept their oath and killed themselves before anyone could get their hands on them.

All, but one; Regrus, the tall sage from the North, decided to use his rune, the Stone of Forgiveness, and face the dark entities in an epic but tragic duel. All alone and completely defenceless, Regrus was defeated by the evil demons and forced to hand them his rune.

His personal battle was lost. Filled with self-hatred, Regrus swiftly sank in the realm of bitterness and madness. The dark gods laughed and took the virtue of forgiveness with them, impoverishing the high values of Man.

After this, the World's fate was never safe again. The dark forces increased in power and would show no mercy in finding the remaining seven gems...