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The rp world Madrumah and it’s system gives the player the free opportunity to embody the more enchanted, fairytale- or even fable-like, magical and FRIENDLY aspect of Fantasy with his or her PC.
Just the same as the opportunity to be the darker, more gory, cool, martialic and SHADY character of heroic adventure action – OR also to COMBINE both character aspects.
Over that, Madrumah‘s concept is created so, that it offers a manyfold options to the player.
If now through the wide and colourful spectrum of offered, original races and professions ( by the biggest part invented all by myself ) or by the many options you can take use of, in matters of character designing for the world downlayed.
( Special abilities, natural magical talents, a career change option, and a varied offer of extras and other modifications, race-, profession- and skill-wise. )
In Madrumah a traditional Fantasy world - like most of us all elftowners know and love - is meeting the realistic culture of a world being very similar to the middle of the 19th century of North-America in our own world – characteristic by two completely contradictiona Madrumah’s so typical two contradictinar The humans would learn about the ways and traditions of Madrumah’s old woodlands. And the fey could maybe get used to the human’s ways. Teach them and wake the best in their nature. Still, at this point of time in the third age... This vision of a world meeting respectful and tolerant, in understanding and in truce, is only a dream. The old Madrumah being fading and dying away. You can already see their busy work along the border! Strange and frightening, new misbred creatures! Constructs, undead, humanoid chaos warriors, mutants and ratmen! It is the turn of all who still believe in the survival of the Gloomygrace woods. This is one of the clues of Madrumah: Even if you might first meet as strangers. And emobody specimen of some whole unlike cultures. May it be a dwarven face to face with a pixy – May it be a Wolf-knight, meeting a halfling for the very first time – or also an elven drinking his first beer with an orc. You still are a close part of a team. Pulling on the same end of the rope – even if your allignment and the reasons for your quest is unique, towards all other team members. But you will also get to know their culture. By the enjoyment of a ritual elven peace pipe, in a sweat tent by the fire, by a campside or only the gloom of one single torch, you may explore the other culture, and their real perspectives to look at the world. You in your small part – seen on the whole world – can contribute for better understanding and realization of the other races – all united in the name of the same concern! You will start as strangers maybe, and as very individual characters. But this will be just part of your own quest, as you’ll see. Once upon a time and long ago the older, GLOOMY parts of the woods and the GRACEFUL one's were co-existing in harmony with all their hereditary aboriginal ranger elven, mythical creatures and fey folk – and even with the even more ancient, partly wild and moody monsters, spirits and demons of Madrumah. Madrumah’s literally translated name is not without reason called: ‚Gloomygrace‘. It contains untouched and original wilderness, with partly idylllic landscapes, never mapped mountainous parts, waterfalls and canyons, and peaceful meadows and groves... full of flurrying animals, the buzzing of bees and insects and the sweet song of birds... But Madrumah has also much darker, deeper parts at the same time. For as long as any oldest forest dragon could remember. The brightest sun can never fall with one ray into these oldest and most loneliest woods. And if it did, nobody knows what it would wake up. Even the most experienced native rangers of the Kaelaar avoid these eerie and hostile places. The pathes of your group lead straight towards the land of the enchanted forests. You will first all be in the city of Oslabad. In some secret silent back room, in the musty and moist guild house of the wizards ring, in the luxurious pagoda’s of the king of theives and modest rogues, or by quick depeche from another far away place of the world... By transmission through a 'vision-phone' magic crystal orb, or by a sent owl from your wood elven brothers and their druid council, you will receive your call. You will meet the other parts of the group for the very first time, in a place like ‚The Scaled Rooster‘ or also in some shadowy side lane, maybe. After introducing yourself to the other fellow adventurers, you will set out towards Madrumah. Only your scout or ranger will know it’s exact location. There you will find the descriptions of a group of playing characters, how it could be like, when it starts. The two main areas of Fantasy genres involved lay on a classical Fantasy world of magical forests with dwarves, orcs, elves, High Men, humans, fey and goblin races and halflings – commuting inbetween the enchanted woods and the very brutal mood of dark wild west. Where menacingly looking men in leather, rough diamonds and human vultures gather. Where shot bolts are quicker than any word. And pithy anti-heroes in front of - partly dirty, scabby - background act in stylish and more than pragmatic ways. Also including: - Seventh century based atmosphere of pirate, horror and swordfighter romantic - The light touch of a transfigured and surreal wonderworld of technology, like Jules Verne described it... ( coming into the play whenever the fictious technology culture of Terromage and it’s robots and machines appear – or if you might be revealed to the work of the legendary ‚Inventors‘ ) - Motives out of traditional fairytale, sometimes even surreal and bizarre like Lewis Carrol's 'wonderland' - like in the weird areas of magically peculiarly altered parts of the enchanted forests. - A ‚more nifty way‘ classical fables could be - And the realistic flair of adventure reports like by Jack London... You could be a classical fairytale creature as a goblin, fey, fairy, gnoll or gnome, elven, dwarf or halfling. You could be a grim and proud warrior horn dwarven – with natural grown, almost blackish body armour from their crest citadel Worvaughn. An earth related and upright barbarian orc warrior of the southern orc deserts, with awe giving body strength and high own shaman culture - adoring the Great Snake they call 'Mother' and gods of earth and stone. You could be a lordly high wood elf of the Elcaarea, once founding the realm of the wood-kings... A lordly and lofty Silver Elf; A curious, lively and more pragmatic, most numerous shimmer elf; A mysterious and noble Dawn Elf, well-versed also in arts of black arts and sorcery; You could also be a human similar to the middle of the 19th century of North-America, around the times of the indian wars and the great gold rush in 1848... whos species represents the majority of inhabitants, all over the free lands in the north, and follow a profession appropriate to that time, or also be a fighter, rogue, thief or magician. A classical, pithy pirate of Madrumah – A viking-like Wûtanaz or human pirate... And would very well fit into the harbour city of Oslabad, the island continent of Wûtaan or even the exotic world inside of the big mahlstrom, in the outer north of the ocean of Plooskattoon. You could be familiar with the wild woods of Madrumah, also as human! There are a lot of scouts, hunters and trappers for pelts. As well as lone roaming gold seekers and prospectors, woodsmen and outlaws. Offering and exciting would also be to play an aboriginal elven, goblin, fey ( fairy or pixy ) of Madrumah. Holding their ancient ceremonies in special holy groves. And looking back on a long long tradition of cultic reverence to their gods and protection spirits. And being in constant, mystic communication with the soul of the woods itself. Or you could decide to be a fighting martial wood elf of the Kirrn, ranger of the old kind of KAELAAR. You could also embody a dark, grim and noble, just and merciless werewolf-like Wolf Knight of Daarhall, also. A noble, spartanic and samurai-like warrior Wing Elf, with strict codex of honour, a Wing Elf Mentalist or fighting Wing Elf Monk of Rho-Auron. Or also an rare but typical race of the world like the rough but heartly 'Bear Humans' as hulky, partly lycantrophic shamanic warrior from Oslivan. You could embody a dark and very religious Knight or Paladin of the Black Phoenix from Templad-Doom, along with their Black Lancers, said to be brethren of the Wolf-Knights of Daarhall, in the distance. You could be a human barbarian from the east - Konn-Hádurûn, and Mammoth-Rider from Gorr-Tàsk, a human from the Land of Lightning, an expert rider and bowman eastling from the grass savannahs of Djùngolh, or eastling from Szuung, following the mighty and martial warlord Twin-Khans, who united all the eastling tribes there. A sky- and fire related barbarian 'Genie Riding Cyclop Men' of Combùlla, who have got their very own warrior and shaman culture, being unbeaten in summoning strange and colourful demons and spirits after their will. A rather nordic brother of theirs, following a barbarian culture, as weilders of hammers, axes and heavy weapons - who partly follow the highest law of theirs: A 'Brazenheart' of Wrathhaakon, being an almost emotionless own warrior breed, once sprung from the High Men. Or a mystic, proud and shady, masked or mummed Warrior of the Green Foul Gnaw ( the 'Uzûl-Skaa' ) with traditional trident or staff, rag coat and unknown true outlook, roaming in enigmatic order and mission as providers of balance inbetween the natural law of life and death, fighters against undead and councellors for the aged, sick and avoided. While the halfling-like races of the world are mostly of two: The one halfling race build the witty Catlings, equipped with highest senses and instincts, and known as feline, elegant and clever, quick and rogueish thieves. Partly also learning magic, and becoming quacks and charlatans, trickster mages, self-enchanter And then there are also the sunny, optimistical and pranky Twickrascal-Ha Being ship-building carpenters, ship boys, or working near harbours. Just as well as you are also able to explore the world as a weird, funny or droll mythical creature ( maybe even also odd, bizarre and cranky, as for example a civilized speaking badger with a fine high top hat, and a monocle, following the dodgy profession as quack... ) A human from the Island Kingdom of Calant-Dâl, and their own realm, protected from the old sea serpents, in the southern sea, in Maariel and Kobaal, with it's famous coiled up Tower of the Great Snake, it's coral towers, and it's city of crystal. A bold and daring Fire Corsair of the Burning Bay, with their own ancient and mysterious godly navigator kings, controlling the fire of the sea and steering the ships safely out of the bay of Abàllam. An oriental human from Sîlimaan, land of morning, tales, magic Or also even from the far jungles of Errish, the Sun Cauldron Desert, or a reptile humanoid amazone from the far south at And... If you wouldn’t want to play a human, elven, orc or horn-dwarven, high man, halfling or fey, with classical profession and allignment, you could also very well decide to try the path of darkness and occult! The most shady races, in matters of mentality and also ability in occult magic, the night elves and dawn elves - and the undead 'Krarrn' ( being vampires and ghûl's, also called the 'Crow People' ), are predistined to follow the dark path. Even if also common humans, orcs and special warrior and barbarian cultures, occult cultures and dark guilds, may tend to the darker pathes existent in the world. And would therefore also make excellent citizens of the anarchic, dark underground city of ‚The Depth of Lilith-Maul‘.. Full of dubious 'riff raff'. Bizarre figures, places and customs. The gods, forces, strives and lusts, goals and aims that adventurer drive, lead them on most different ways. Some are more of light and order, some are purely personal or strive for material or worldly things. While the entire world Mystradawn also offers a many very intriguing special professions, societies, cults and guilds! As for example the 'time honoured trade' of wizards, acting from out of their own island in the cystal sea, and it's university and exploring things like the 'cauldron world' - and oldest lores of magic! The numerous very rare professions as the Dragon Champions of Daevralaz, the noble Jealliante's, being professional traders of curiosities, artefacts and lost wonders, and seekers for myth, beauty and magic, the Riddlemasters from the water castle of Questolaz, the 'handrobbers' using special thievish 'hand magic' and the labyrinth masters ( and monster tamers ) of Baavmadûz. All the many different cults of dwarven, orcish, barbarian, superhuman or bearhuman berserks, partly being rather religious or even fanatic, partly being purely martial cultists, who strive for the highest mastership over their weapons, and long to become a warrior of boldest and mightiest kind. And then lastly also exotic socities such as the oriental Cobra Ninja's, Shadowess Nightblades and female oriental love and dancing dervishes, charm and love mages of Thrall, or pyrokinetic fire telepathies of the vulcano city of Khaal. In the end, by all diversity and number of races, cultures and professions of the world to choose from as a player, and by all the offer of allignments, features and options for a player character, you can play any adventurer, anywhere in that whole spectrum you like, without being unsuitable to the world. The only single basic condition to start playing in Madrumah is to not lack a little satire approach to the mix of all those Fantasy motives. And not to... * smirks * fear back as - ‚shady Nightelven assassin with vampiric tendency‘ to try to deal with a FRIENDLY GNOME or FAIRY HEALER in your group – and vice versa... ( If this extreme should ever come to case. ) * winks rogueishly * There you’ll find an exact definition of what a ‚plain evil allignment‘ is, an exact and detailed description of the own Madrumah alligment system... And some specific examples given to imagine how different races / species might approach to another – in the group.
The world of human settelers and colonists, that began to inhabit the northern parts of the much older land Madrumah – and it’s deep and magical woods...
And the world of the enchanted forests, itself.
And if there would not at the same time be the high northern evil of Terromage and it’s dark Prince of Horrors, Lord Darkspawn, and his war machinery, this process of two cultures mixing would maybe even develop peacefully.
Far away and even utopian, for all those who trust in it. And do nothing against what already menaces to dawn soon.
Making space for new settelers, cities and farmlands.
And Terromage, the evil land of horrors, preparing for an impact strike with a mighty army.
It is only too corrupted and cunning, what the dark prince plans to do soon... And ironical and poor, that nobody in the free lands does not see yet, that their northly neighbours already are about to take them all – no matter of human, superhuman or eadainic, dwarven, fey or elven.
It is now up to you!
You an your chosen fellow combatants belong to the hard core of those recruited. And to the best of the best, in their respective department.
Each of you represents another race or species. Each of you has got his or her own, individual story. Each one of you follows an interest of specially natured request. And each of you is ordered from another place about this.
Each one of you is an expert in his sector. Each one of you might be different in race, profession and origin. And has his own story to tell, why he was recruited. And by whom.
But all of you are still striving for the same goal. Being dependant on one another and their respective special talents and skills.
Over the course of the first adventure, ‚The Unsolvable Riddle of Shalàss‘ you will be welded together, more and more.
You will get to know the others. In their habits. And in their respective mentality.
Which you might not even know anything about yet. But only used to follow prejudices, reputations and historical relations to that culture, that your own once developed.
And at the same time, while you inter-act in combat and magic casting rounds and experience the world, you will get aware as well, that you yourself represent the race or species you come from.
Or even hold something like an ambassador’s role.
And to accomplish that quest is all your priority striving.
It contains undescribable wondrous woods full of gentle and fair beasts like unicorns and wood spirits, fairies and gnomes... Seeming to be present all around, only by looking at the mossy feet of old, gnarled oaken trees, where the toadstools and the fairy rings grow...
These woods are much more like dense jungles! Tangled up with treacherous, wild lianas – magical ‚slow roots‘ and slings - and thick or nearly virtually impassable leavework!
And so do the human trappers and scouts.
( Even if some of them are very courageous - and almost as familiar with the ways of the nature here, as a well lored elven ranger, or wood fey creature would be. )
And nobody would have maybe thought, that especially this place from all possible places of the middle continent should be the place, where Madrumah and all it’s loyal forces and allies should gather. So near to the aggressor, the land Terromage in the high north!
Bordering directly against the - yet free - lands of Ar-Tolda and Araatia.
No-one of you will ever know about the identity of the other group members before that time.
This is part of the descrete carefulness, which the forces of Madrumah provide, in matters of secret special missions like yours one is.
And the mysterious vale of the dragons‘ dying place, being well harboured in the heart of the woods.
Only your magician will be let into the secret of the magical book of old, which you have to find and bring back to daylight there.
Only your fighters can protect and keep the group members.
And only your thieves or rogues can do their own contribution to brilliance with their profession skills – like in cases when stalking and hiding is demanded.
Or in case, the wondrous book will have to be skillfully purloined, by stealth.
To gain better and deeper understanding of this ‚secret instruction‘ part, and it's suspense effect, and the nature of your personal expert role as character – And also in order to have some surer insight into the flair, concept and style of the world you can visit the info wiki:
Being consistent of very different races, professions and mentalities. And given to reflect the mood of the world a bit better.
Just as in dark Italo-Westerns like the Sartana and Django films. Timbred by a weirdly melancholic and mysterious atmosphere now and then.
But never lacking the drink, fun and game ( and joys of urban life ) at the same time.
- The old-school horror, detective and crime story mood of the old victorian London, in the late 19th and the early 20th century, with misty city lanes at night and the awful stench of sewers, phantom like shadows and cobblestone, the rumbeling noise of carriages and spooky romantic.
( Applying at the Madrumahnian city of Oslabad and the 'city of the depth' - Lilith-Maul - in this case )
Always with a twinkle of parody in the eye.
( Or also a half-orc )
A charismatic fair High Elf of the 'Silver L'elldith':
A rare pale Moon Elf - master in vision and foresight;
A Star or Dream Elf...
Or also be a specially talented cross-breed of fey folk and man, or man and elf, a so-called 'half-fair', elfhuman or fairy human.
Being a wise woodelvish druid, animist or shaman. Providing the undisturbed peace of Madrumah and it's forests. Caring for the magic of Madrumah itself, just as well for all it's animals, beasts and fey folk.
( Or eadainic 'Szerraid' ranger of High Men. )
Masters of path lore, wood lore and star-navigatio
Moving within of the darkest wilderness, silently and without leaving any track behind.
All along the routes recorded from primeival times... only they know.
( Along their pure kingly bloodline also enabled as lycanthropes )
Being fierceful enemies, in battle, but a gentle species with great customs of hospitality, and being close to the earth, the wilderness and woods, and in harmony and closeness to wild Kirrn wood elves and Madrumah.
( In lasting feud with the warg people of Khainmoore. )
Being under just command of the 'Red Lord' and 'Bloodknight', long arch-enemy of the neighbourly Ifrit Sultan and head of the cyclop super humans from Combùlla...
'Existence is battle. Battle is existence.'
A Nightelf of the thorn castles in the Blackthorn wood or the Undead Nightforests.
( As plague doctors, healers, ceremonial clerics and warriors for secret, special goals )
Living ( the part being civilized ) preferringly in the near of humans and in big cities of the world, especially as chimney sweepers, 'roof-worlders
Following a long tradition of own culture near the element of water, related to old gods and magical creatures of the ocean, and inhabiting little home islands in the open sand and mud flats, changing with the tides.
Or ( in the city ) skillful craftsmen, beastmasters, apprentices and more honourable rogues and thieves, as also bards.
Wandering as vagabonds, workers, tinkerers and farm helpers over the countryside of the world.
Travelling as entertainers, circus folk, and lucky flys, living into the day, for sake of fortune and opportunity.
( Or: The special, holy albino kind of Twickrascals, being also mighty shamen, magicians and interpreters of godly signs and oracles )
and wonder.
Being also home of brave and skillful fighters with crooked slim sabres and moon crescent blade lances.
the edge of the world and the deep dense and moist jungles there.
To come into contact with demonic and occult idol cults ( as this off the local 'Cult of the Skull' ), right inside of one of the most goose-skin producing, dangerous and thrilling, but still intriguing places in the world to wander – without being plain evil.
( And if you once visit it you will know then why they say: ‚Three times that you come and visit the depth, four times and it is your death.‘ And what some strange hatred / love relationship to this fascinating and at the same time cryptic place could mean. )
Some walk inbetween light and shadows. Some belong to the Old Religion of Madrumah, fight and act in name of their belief or for the earth itself.
The natural culture and mentality of each race in the world, is very individual and ranges in a very varied spectrum inbetween earth, light and darkess - and neutrality.
Partly using magic, partly being component of a special combat culture, following a very unique trade, mastering very unique powers, or being dedicated to tasks and works in most diverse sectors, as experts.
The witches from the witch guild of the salamander and the sorcerors of the Brotherhood of Vforrn, or the nuns of the moon cult.
To be a lover of Fantasy, Fairytale ( and Horror ) –
2007-02-01 [Lady of Lore]: This is wonderful, lengthy to read but with the time it truly is worthwhile to read. I love the idea of "half fair" and think that dark decendents would be aptly named "half fell". Such a rich world you are crafting, it can be somewhat mind boggling but it leaves room for so much creation...it like you set out all the pieces of things we have to play with and we craft it and refine it into our own creature. Very wonderful ^__^. I see someone has been very busy. That's good. Your hard work is really paying off here! Good job! ^^. I have been busily crafting the world of my story in an almost feverish pace...about 15pgs written and I am currenty inthe process of naming and defining the two schools of magic...^__^ You ought to use the world of Madrumah for novels...somew
2007-02-05 [Dr.Mandarian]: Aaah, balm on my soul! The Lady likes it! ^_^ Hm yes, good idea, maybe there could be some 'half fell' as well. I might even somewhen introduce that to the race spectrum - maybe not nessessarily as own whole RACE, but very well as side-branch of the half-fair's. Ah, okay. Like 'character engeneering crafts' with all parts given - but with no yet set or specified exact building instruction along with it then, maybe. Sounds cool, what you have got as news for your Four Realms, there! ^_^ Yehhs yehhhs, I am dealing with the thought. But so far I have fun enough by a hell load, only tinkering it together. I don't know 'Faerun', should I then? Aah, if Madrumah is way more interesting in your eyes, I think I haven't got to read that.
Thanks for that stimulation.
Ha ha, yes, I can realize how this can be 'mind-boggling
This HAS to be boggling. I might even be sued as harmfully for health, by this, with some bad luck! - lol -
Mh, no. I will indeed try to put all these race descriptions here into another seperate info wiki with much clearer overview in some near future. So that anyone can easily draw informations about each respective race of the world he likes to read about. Ordered in elves, halflings, humans, goblin and fey folk, cyclop superhumans and high men etc.
This is so to say more 'provisional' until then.
Something like a jigsaw-puzzle?
Mmmh, not bad.
And... 15 pages are quite a good game.
Oh, the schools of magic? Are they like organized societies or such then? More like WAYS of different kinds of magic powers THEMSELVES?
Or more like... Hogwarts?
Actually I plan to re-work my old and already finished F-story 'Treasure Hunt of Wizards' in ways to suit more to Madrumah and then maybe even publish it in forms of single chapters bit by bit in ELFWOOD! This story in fact depicts many races I invented once, and used now for Madrumah.
So, it would squash two flies with only one fly-flap. Be my first own F-stories published in elfwood AND would at the same time serve as introduction to Madrumah.
I only read F-stories I haven't read yet, in order to keep myself informated on the newest stand of general tendencies for Fantasy around myself, ANYWAY. And SELDOM anymore in means as source for own ideas. I already have more ideas and work material, than I can write down in one lifetime. So I even rather avoid influences of other heads, that could 'falsify' my very own way of imagination. * smiles and winks and thinks about ways to organize himself some material of more 'earthly' nature *