Agerdomus, Land of the Faun
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Re: Agerdomus, Land of the Faun
but, once i get a printer i will do that! i CAN add buildings like you did for new sarim or whatever it was called..i just cant do any detailed architecture like new lands or overviews on things like castles or changes in environment like from plains to mountains

blackcat-

Number of posts: 23
Age: 14
Location: CA

Re: Agerdomus, Land of the Faun
Yeah, that spiral bit of land is suppose to be a mountain with a river going round it... I need to update that, but there aren't really any mountains with flowing water on RuneScape, so it's hard to compare. At the moment it just looks like it's some sort of peninsula. 

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3mptylord- Admin

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Re: Agerdomus, Land of the Faun
Remember if you do draw shiz, humans have only been there in a real-time length of time. It's not like Varrock which has been there for ages, or Witchaven which is suppose to have been there for ages and we just haven't been there... humans are colonizing Agerdomus, and by the end of colonization they're province mostly occupied East Agerdomus. The rest of Agerdomus is populated by the faun, with at least one faun settlement to the east where the humans have landed. Fauns are able to bend the anima mundi, similar to elves, and most of their cites were created from the materials they're built on. Literally... not like mining the stone and building, using their skills with the anima mundi to make the stone build itself. Most fauns alive no longer have the ability... and a few of their establishments are more human in their design, being built from bricks. The Venalcium, for example, is built in and around a large tree. 
EDIT: Yeah, adding some variation to colour from the top of the mountain to the bottom would probably work.
EDIT2: Relating to the manipulation skill idea, it wouldn't really work as a faun skill. The faun are peaceful. Though they don't really approve of our increasing industrial grip on East Agerdomus, which somewhat pollutes their tranquil island... they do not make any efforts to stop us. It's not like Disney films where the invaders and the locals are at each others throats. Faun nature basically makes them bow to any request you have. However, the faun are also proud. They will scarcely ask for help, or admit to needing it; same with being wrong. Prior to humans, the Venalcium was like a cattle market... money isn't really a currency on Agerdomus, they just traded what they had for what they needed, and no-one was out to make profit. Of course, we wanted to expand the Grand Exchange, and now the Venalcium is excepting trades from across the world. They can't help but oblige.
Most humans don't wish to abuse their tender nature, and that's why we stopped colonizing after establishing a large section of land. But others aren't so sure the faun are that good; it's hard for humans to comprehend a being so nice.
Of course, the faun are armed. It would be foolish not to be ready for violence, but they do not worry of any from us. They worry of violence from the south, as there is an apparent movement who wish to resurrect a pantheon of demons who were the cause of the only great war in faun history.
The Saurian, the race who live in the reefs, are slightly less timid. They are like the TzHarr of the seas. They colonize like ants, with workers and warriors, but like in perfect harmony with themselves and the faun. It was the faun who built their original city, with their abilities with the anima mundi. Of course, coral has a tendancy to grown by itself, and their city flourished despite the fauns' ability to shape nature declining.

EDIT: Yeah, adding some variation to colour from the top of the mountain to the bottom would probably work.
EDIT2: Relating to the manipulation skill idea, it wouldn't really work as a faun skill. The faun are peaceful. Though they don't really approve of our increasing industrial grip on East Agerdomus, which somewhat pollutes their tranquil island... they do not make any efforts to stop us. It's not like Disney films where the invaders and the locals are at each others throats. Faun nature basically makes them bow to any request you have. However, the faun are also proud. They will scarcely ask for help, or admit to needing it; same with being wrong. Prior to humans, the Venalcium was like a cattle market... money isn't really a currency on Agerdomus, they just traded what they had for what they needed, and no-one was out to make profit. Of course, we wanted to expand the Grand Exchange, and now the Venalcium is excepting trades from across the world. They can't help but oblige.

Most humans don't wish to abuse their tender nature, and that's why we stopped colonizing after establishing a large section of land. But others aren't so sure the faun are that good; it's hard for humans to comprehend a being so nice.
Of course, the faun are armed. It would be foolish not to be ready for violence, but they do not worry of any from us. They worry of violence from the south, as there is an apparent movement who wish to resurrect a pantheon of demons who were the cause of the only great war in faun history.
The Saurian, the race who live in the reefs, are slightly less timid. They are like the TzHarr of the seas. They colonize like ants, with workers and warriors, but like in perfect harmony with themselves and the faun. It was the faun who built their original city, with their abilities with the anima mundi. Of course, coral has a tendancy to grown by itself, and their city flourished despite the fauns' ability to shape nature declining.
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3mptylord- Admin

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Re: Agerdomus, Land of the Faun
**** i just got my reply in then it logged my out... so anyway this probable isnt what i was going to put..
then faun hate the humans for invading agerdomus and there is atleast 1 maybe 2 cities in east agerdomus under human control including new sarim.
the castle that i suggested would be in the middle of agerdomus, which isnt(yet) under control of humans.
the fauns try to retaliate and get east agerdomus back, but you get to stop their plans either using zoanthropy to form into a faun OR use manipulation to make the gate guard let you in.
after that you destroy the armory so they cannot attack with no weapons or armor
then faun hate the humans for invading agerdomus and there is atleast 1 maybe 2 cities in east agerdomus under human control including new sarim.
the castle that i suggested would be in the middle of agerdomus, which isnt(yet) under control of humans.
the fauns try to retaliate and get east agerdomus back, but you get to stop their plans either using zoanthropy to form into a faun OR use manipulation to make the gate guard let you in.
after that you destroy the armory so they cannot attack with no weapons or armor

blackcat-

Number of posts: 23
Age: 14
Location: CA

Re: Agerdomus, Land of the Faun
But the faun won't try to get East Agerdomus back, or not the majority. There might be a rogue who wishes to see the vermin eradicated, but their voices won't be heard. Also, the faun teach us Zoanthropy... way to backstab them if such an idea was to be used.
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3mptylord- Admin

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Re: Agerdomus, Land of the Faun
BUT I see multiple outomces to this
1)agerdomus only comes out: havent thought of it
2)agerdomus and manipulation: then my other plan posted before this
3)agerdomus and zoanthropy: save central agerdomus from being attacked
4)agerdomus and both: havent thought of it
5)agerdomus doesnt come out: havent thought of it
6)nothing comes out that we suggested: JAGEX SUCKS
1)agerdomus only comes out: havent thought of it
2)agerdomus and manipulation: then my other plan posted before this
3)agerdomus and zoanthropy: save central agerdomus from being attacked
4)agerdomus and both: havent thought of it
5)agerdomus doesnt come out: havent thought of it
6)nothing comes out that we suggested: JAGEX SUCKS

blackcat-

Number of posts: 23
Age: 14
Location: CA

Re: Agerdomus, Land of the Faun
Lol, I reckon Manipulation should wait till Southern Agerdomus (possibly named differently in the home language) comes out, with Zoanthropy being the only skill released initially. This wouldn't be used to save Agerdomus from being attacked, they are fully capable of defending themselves. As I said, the faun are proud... we learn Zoanthropy by helping a youngling learn himself (and struggling).
Agerdomus hasn't seen outsiders since the 1st to 2nd Human Age; the cause is unknown. It's not just outsiders, none have been able to leave... they find themselves back. When we crash land at the site where New Sarim is established, it's as much a surprise to the faun as ourselves. Welcoming the new comers, despite their somewhat parasitic nature on the land, connections establish.
A few elves were stranded here when the magic-block went up, and do not yet know the fate of their kingdom (how Seren's name has been dragged through the dirt, how one family has overthrown the council, etc). The Saurian are curious to explore the oceans, possibly to find their capital city to the east (this is the one hinted at by Guthix). And a single Tusken/Tauren (haven't decided on the name) can be found at Sinus'Atrum, Southern Agerdomus was caught outside the range of the magic block, and what the faun remember of their southern lands have changed dramatically.
Agerdomus hasn't seen outsiders since the 1st to 2nd Human Age; the cause is unknown. It's not just outsiders, none have been able to leave... they find themselves back. When we crash land at the site where New Sarim is established, it's as much a surprise to the faun as ourselves. Welcoming the new comers, despite their somewhat parasitic nature on the land, connections establish.
A few elves were stranded here when the magic-block went up, and do not yet know the fate of their kingdom (how Seren's name has been dragged through the dirt, how one family has overthrown the council, etc). The Saurian are curious to explore the oceans, possibly to find their capital city to the east (this is the one hinted at by Guthix). And a single Tusken/Tauren (haven't decided on the name) can be found at Sinus'Atrum, Southern Agerdomus was caught outside the range of the magic block, and what the faun remember of their southern lands have changed dramatically.
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3mptylord- Admin

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Re: Agerdomus, Land of the Faun
well i forgot to say this when i revised point of view at the saurian (however its spelled) reef and there could possibly be underwater fights (kinds like the recipe for disaster mission) but theres fish like tuna, swordfish, lobster, etc then you can fight for that type of rish raw(and perhaps other items) with various amounts(1-10?) with reason lvls to fight
is there a agerdomus forum on rs forums?
is there a agerdomus forum on rs forums?

blackcat-

Number of posts: 23
Age: 14
Location: CA

Re: Agerdomus, Land of the Faun
"Zoanthropy" is the only thread it's mentioned on.
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