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Agerdomus, Land of the Faun

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Post by The Empty Lord Wed Jul 30, 2008 4:09 am

More information soon, of course, but here is the image of Agerdomus as it stands (I've been drawing and Dark's been feedbacking). The first is a thumbnail, it'll allow you to view the full dimensions of the image, the larger image is full height but only as wide as it'll fit (I cannot edit the size of the picture in the BB code, it's either full sized or thumbnail. Tongue

Faun wrote:Agerdomus is split into four main areas; Moenia, North, Oriens, and Occassus. The humans have settled in Oriens. Oriens was the site of our greatest battle, and the land was left too scarred for our ancients to will into habitable terrain. The Exorien make do, but seem to have welcomed the newcomers into their land – with their stone-block houses and laboured construction. It's the most peculiar behaviour. We're all quite amused by the way they build their homes... it's so, nomadic! The humans should be careful, they have settled close to Claustrum - they need not know the significance of the peak, but some of their worshippers inhibit the catacombs - the river will not keep them at bay. Moenia is our great capital, a far greater populous than any of their human "cities". The Monastica in North, our great temple to the Dae't, far surpasses any human relic of their sky gods - the Viro were cautious to let the outsiders grace its hallowed halls, however, but it's in our nature. Ambassadors of their culture have met with our council, and we've agreed to expend the Venalcium to cater for their human trade. May Avaritia feast upon their greed, and may it satisfy her insatiable hunger.

Human wrote:Agerdomus is a beautiful place, almost completely untouched! Well, it looks untouched... the faun seem to have, or had, the ability to manipulate the stone, tree... all of it, they make there home in nature (quite literally)! We've settled to the west, and have established quite a large county. The landscape was apparently too damaged by their Great War and the fauns were apparently unable to grow any homes there, and so the fauns welcomes us and our way of building. Speaking of, they seem to find it quite funny - building our houses with stone rather than within it. Their homes, or rather, their cities are huge! Varrock is a dwarf next to their capital! It's so bizarre! Their religion is complicated, they seem to worship goddesses of sin... may Saradomin forgive them. We have erected the second branch of the Grand Exchange at their grand marketplace. They don't seem to use currency, however, they seem to trade - what they have for what they want. It's like that city of giants from the tales of Samuel Scoundrel I read as a child.

The fauns worship the Dae't;
- Luxuria, goddess of lust
- Gula, goddess of gluttony
- Avaritia, goddess of greed
- Acedia, goddess of sloth
- Ira, goddess of wrath
- Invidia, goddess of envy, and,
- Superbia, goddess of pride.
They do not idolise them as a human idolises their gods. Similar to Greek and Roman pantheons, the Dae't represent different flaws in behaviour. The faun believe that appeasing the Dae't will prevent them corrupting the world. It's a unique concept of religion for RuneScape. There is also no proof that the Dae't exist – they could be a mere myth. Smile

A pantheon of Demons, named the Everot in native tongue, came to Agerdomus claiming to by the Dae't.
Blysia........... (alias Luxuria)
Ariangar'wch........... (alias Gula)
Syr-Thne........... (alias Avaritia)
Baria'eth........... (alias Acedia)
Cenfigen-Na........... (alias Ira)
Bal'chia........... (alias Invidia)
Hubris........... (alias Superbia)
It should be noted that the demons are named in Elf (Welsh). Why? Who knows.

1) The Faun are the dominant race on the island of Agerdomus. Their origin is unknown, and just as much as revealed about their history. The faun's predominant language is latin, but they can converse fluently in any tongue.

2) The Sylth is the most mysterious race on RuneScape, whose origin lies in the stars. The Sylth share a single consciousness which landed on Agerdomus towards the end of the 1st Age. Though infinitely small they exist in manifestations. I haven't mentioned this yet, I'm very unorginised, but the island was cut-off from the rest of the world at the time when the consciousness arrived (note that the sylth arrived here before their shared consciousness). None on the island are aware of the consciousnesses existence, and cannot explain why none were able to leave and why, suddenly, the seal is no longer present.

3) The Dae't goddesses are the deities worshiped by the faun upon Agerdomus. However, unlinke the existing deities, there existence isn't proven by lore - they could be mythological (along with their doomsday theory).

4) The Everot is a pantheon of greater demons that came to Gielinor, specifically Agerdomus, in the 2nd Age. They claimed to be the Dae't gods, and where worshiped as such until the political polarization of the human 3rd Age (seems war was destined for this time). Basically... they were unmasked as frauds and the faun faught - most wished to see the imposters removed, and those who saw the Everot worthy of their worship (as the Dae't were ever-unpresent). The protagonists won, and Everot were imprisoned in stone and burred in the prison within Mt. Claustrum. Worshipers of Everot still exist, the Viro of North.

5) A handful of Elves can be found abount Agerdomus; trapped there since the time of the consciousness landing. The elves are the only known-race to know of the faun prior to human-colonization of e5.107.

6) A single Taurian/Minotaur can be found on the south coast of Age*domus, conversing with a crowd of shady looking Faun. Though nothing is known about his origin, it's presumed he's from Southern Agerdomus.

7) The Saurian is a race of labour-divided amphibious-humanoids. The Saurian's sole residence is upon/ within the coral reefs of Age*domus - but they speak of another home which is currently lost to them. The soldier-Saurians are better known as Sauroids.

Other wildlife;
- Bombardier Toads
- Barker Toads
- Raharni Wildcat
- Mountain Wyrm
- Green Elder Dragon
- Blue Elder Dragon
- Adamantine Dragon
- Warp Swallow
- Split-tailed Swift

Other marine life;
- Dual-finned Mahryn
- Amphibious Bullfinch
- Crab
- Halibut
- Mahi Mahi
- Grouper
- Tarpon
- Snapper

It's possible other creatures were stranded here when the island was closed, meaning currently extinct creatures could still survive. Smile


Agerdomus, Land of the Faun Agerdo11

It's weird using "North" as a name. I'm off to North. Tongue


Last edited by 3mptylord on Mon Jun 01, 2009 7:58 am; edited 18 times in total
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Post by TATORZ Thu Jul 31, 2008 11:56 pm

Looks good.
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Post by blackcat Wed Apr 22, 2009 1:08 pm

agerdomus is too big... east agerdomus alone is almost as big as karamja
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Post by The Empty Lord Wed Apr 22, 2009 6:14 pm

It's suppose to be a continent, it's not an island. It's always been hinted that there are HUGE lands to the east and west, Agerdomus is just one of those that is slightly closer and to the south-west. Tongue
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Post by blackcat Thu Apr 23, 2009 9:28 am

if agerdomus is a continent then there should be a lot of towns...have you been making progress with that?
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Post by The Empty Lord Thu Apr 23, 2009 9:33 am

Lol, there will be loads of cities and towns, I've just not got round to drawing them. And no, alas, there's not been much program on the drawing... but I hope to add a few more this weekend. I'm too bust on college days to be messing with the drawing software I gots lol. Tongue
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Post by blackcat Thu Apr 23, 2009 9:35 am

i would help get the towns in and things like that but i am HORRIBLE at drawing crap on a computer
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Post by The Empty Lord Thu Apr 23, 2009 9:38 am

Print off the map, draw the town by hand, scan it... lol. I could then just trace it with the computer and tone it up... et voila! Smile
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Post by blackcat Thu Apr 23, 2009 9:40 am

my printer has no cords... i use it as a foot rest Tongue
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Post by The Empty Lord Thu Apr 23, 2009 9:44 am

XD
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Post by blackcat Thu Apr 23, 2009 9:48 am

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
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Post by The Empty Lord Thu Apr 23, 2009 9:51 am

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. Tongue
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Post by blackcat Thu Apr 23, 2009 10:00 am

like recolored?
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Post by The Empty Lord Thu Apr 23, 2009 10:05 am

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. Smile

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. Sad

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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Post by blackcat Thu Apr 23, 2009 10:30 am

**** 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
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Post by The Empty Lord Fri Apr 24, 2009 5:45 am

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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Post by blackcat Fri Apr 24, 2009 10:24 am

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
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Post by The Empty Lord Sat Apr 25, 2009 9:41 am

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.
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Post by blackcat Wed May 13, 2009 3:03 pm

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?
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Post by The Empty Lord Thu May 14, 2009 6:03 am

"Zoanthropy" is the only thread it's mentioned on.
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Post by TATORZ Fri May 29, 2009 8:44 am

I'm gonna ignore the majority of the conversation above Grin

Yes, there would be towns. I think we had a list of them Psy... 3mpty. Didn't we?

Didn't we also have a concept to add Construction to the continent? Like building bridges and buildings to help colonize and improve the land?
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Post by The Empty Lord Fri May 29, 2009 8:52 am

Aye, we did have a list... somewhere. Although, we only ever decided on amounts, I think, never names. The only names I recall are New Sarim, Leon and Fides. Wait, these are the human ones... you mean faun? Aye, we had loads of possible Latin words, but they wouldn't be too hard to replace. Tongue

Oh, and yes, Construction. Colonization of Eastern Agerdomus would take six real-time months, in that every fortnight Jagex would release an update with a bit more colony available. All of the faun civilization would be there from the start, but their conversation with you should update over this six month period as they grow to like you more. The Venalcium is one of the few things that would change in faun-country, and it's a small cattle market before mankind, but we get them to open a second branch of the GE there. Smile

Construction includes things like building bridges, homes, banks, boats, paving paths, digging mines, excavating caves and mineral veins, etc. So not completely Construction, some other skills can be required. However, it should be noted that even if you don't participate in the Construction (which is basically a limited time only D&D) - things will still be there! If you don't build the house, it will be built next time a patch comes out. It's just a chance for some interesting experience. Grin

Also, Psycho is fine. Wink
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Post by The Empty Lord Sun May 31, 2009 9:41 am

I'm actually working on this, lol. Smile
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Post by TATORZ Sun May 31, 2009 10:50 pm

Lol Tongue
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Post by The Empty Lord Mon Jun 01, 2009 2:39 am

Hehe Grin
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