Sign up now for a
Free Email Account &
your own Online
Writing Portfolio!
Username:
Password:  
Reviewer Items

More Reviewers  

Read a Newbie
Badges
Mentor
Presented To:
mars

Testimonials
Tell a Friend
Know someone who'd
like this page?

Email Address:

Optional Comment:

Who's Online?
Members: 293    
Guests: 4836    

   
Total Online Now: 5129    
Writing.Com Time

Thursday
May 31, 2012
9:59am EDT


  >> Static Item >> Other >> Fantasy >> ID #1832176  |   Show DetailsPrinter Friendly Page Tell A Friend
TGDW Introduction
The Green Dragon World Introduction Page
Rated:
E
by
This item has no ratings.

Welcome to TGDW


A world where dragons once ruled the land. Legends speak of green dragons that roamed in such abundance the skies were colored green. Now they've fallen into mere stories and some even say they're extinct. You be the judge and write to prove them wrong.

Enter....

The Green Dragon World


In the world of Midegar on a continent known as Argoth four regions mark the land. Set in a world of myth and magic the dominant races compete for survival. Be it humans, elves, dwarves or orcs, It's up to you: the writer to tell their tale. Create kingdoms and cities and rule the surrounding lands and send forth your legions into epic battle.

What's that you say? It seems a bit too much. Why not just create a band of adventurers or a lone hero, and write an adventure in one of the four lands of Argoth. Choose your region below, but be warned, travel light on foot. You'll never know what lies just around the bend between the borders of the known kingdoms.




The 4 Regions of Argoth

The great continent of Argoth in its vastness is divided into four parts known as regions. Each region is controlled by a master known as a Story Master. Below will be a basic description for each region with their location.

Argoth Modir

Location: NW Argoth

The oldest region of Argoth, civilizations have lived in these lands for millenium. Once the human race was the most dominant of the races in the area, but climate changes and the emergence of the orcs have pushed them to the outlying areas near the ocean fronts.

Yet one group of people have managed to keep a foothold in the northern mountains, the Necromancers. They deal in the dead and if the price is right, the resurrection of the fallen. It's rumored they've made dealings with the orcs who now control the enormous mountain caps in the middle of Argoth.

Strange creatures known as demons have been spotted lurking in the northern, tundra lands of Argoth Modir, are they too some how involved with the Necromancers? Only time will tell.


Heimdale

Location: NE Argoth

Once home to vast amounts of elven folk, but climate change and the emergence of orcs has forced resettlement. The northern barren tundra connects to the outskirts of Argoth Modir, but few travel this route, instead they choose the path of the Bifrost which leads directly into the mountains.

A unique race of elves has emerged known as Frost Elves. They are the guardians of the Bifrost, those that cross their path beware. They keep the orcs at bay, and allow the weary traveller to pass, but don't count on their help because few have ever seen them. They are masters of blending into their white surroundings, pale skinned and the wearing of white skins make them impossible to detect.

The middle part with its great lake and delta, known as the Penumbria Valley is streaming with all kinds of exotic life. All the areas from there to the southern part of Heimdale are controlled by the common elves known throughout all the lands. The elves travel freely amongst the borders of Heimdale and Alfheim.


Alfheim

Location: SE Argoth

The name itself means "Elven Homeland", since this is the ancient land of the elves. Some say they once came from ships from the east. In the beginning the elves were believed to be immortal, but after the great war between humans and elves it is said they became mortal. No one except the elven elders know the exact truth, and an old race of their people known as the Ancients may actually hold the secret.

The Ancients are seldom seen, and only meet upon pending doom. It has been a long time since their last meeting and it's been reported they've been spotted traveling towards The Tree of Life. The giant tree consists of actually two enormous trunks, one shoots straight up into the sky, while the other huge trunk spirals upwards around the other creating a wooden stairway to the very top of the tree.

This can only mean one thing, the Ancients are going to have another meeting soon, and the Keeper of the Tree of Life, the last of his elven people will discuss the news they'll bring. He is known as the Father, and they say he is the last of his people, the first born after the Great War.


Dravendar

Location: SW Argoth

Here lies the barren lands of Argoth. Desert orcs control the middle and southern regions of the land. The Great Rift borders on the east. The Rift is surrounded by cliffs on all sides and few dare venture down below into the path between. Rumors spread of an extraordinary race of beings that call this abyss their land. Some speculate they're four legged and move like a horse. Perhaps encounters with the desert orcs have been known to happen.

The western border is populated by the kingdoms of the humans, its northern peninsula crosses into the border of Argoth Modir, controlled by a great and ancient city. Below in the southern part of this land in Acruan is it's twin city. Legends tell a story of two brothers who united the lands and divided them into the two kingdoms.

Mysteries are told about all of Acruan, including the fabled mountain surrounded by dense forests just south of the island between the lands on the western side of the region. The southern lands are plagued with the lava fields that dwell in the south west, travel sure of foot in these scorching fields and you shall enter the swamps of the far southern tip of Argoth itself. Aquatic life of all kinds can be found in the murky belly of this bog.


The 4 Dominant Races

Now these are the four main races encouraged to write for in TGDW, but this doesn't mean you're not allowed to create unique races. The dominant races are only the races allowed to own lands such as kingdoms and cities. The unique races can only consist of smaller settlements, such as villages and towns. If you're interested in creating a new race, just make sure you contact the SM for the area in which the race will be located in.

1.) Humans

In a time long ago humans were the most dominant of the races. If you're looking for a well diverse race to write for you can't find another race of this equal. Humans also have the ability to be in all the sub-classes except 2, being able to choose from 20 sub-classes out of the 24 definitely makes the human race the most flexible to write for.

2.) Dwarves

Some say they came to be from humans, but if you ask a dwarf you'll get a different answer. They believe they predominated the other races. Unfortunately ever since the emergence of the Orcs they have been in a spiral decline, having most of their underground keeps taken over by the orcish hordes. They've sealed an Alliance with the Humans in hopes that one day they can reclaim their rightful lands lost to them by the Orcs. They are mostly miners and are found living near mountains.

3.) Elves

The wisest of the races by far, the elves live in total harmony with nature. They tend to shy away from the rest of the races and prefer to keep to themselves. It is said they were once immortal, but now they only live for a long time. It's not quite certain how long their life longevity is, but perhaps this is the main reason they keep to themselves. They forbid the mixing with other races and children born of human and elves are strictly taboo. They believe that it will weaken their race's longevity even more if it is allowed. They tend to live in wooded areas.

4.) Orcs

They are by far the most violent race of all. Their whole culture is centered on dominance, living in clans. They live underground and have a natural distaste of bodies of water. Orcs move at night and always avoid direct sunlight. Their warlike nature makes them very competitive towards other of their race. They are most likely to be found living underground, in caves or mountains.

The Racial Classes

Please note these are merely ideas to help you come up with characters to write. They are designed to be used for the four dominant races. There are four basic main classes and each sub-class to these will have specific races allowed. Each race has access to all the main classes, but the sub-classes are limited. There will be a letter next to each sub-class to let you know what race is allowed for each.

H = Human
D = Dwarf
E = Elf
O = Orc


The 4 Main Classes (22)

1.) Melee
2.) Magic
3.) Range
4.) Healer


1.) Melee  (6)
1. Warrior (H,D,E,O)
2. Rogue (H,E)
3. Knight (H)
4. Paladin (H,D)
5. Cleric (H,D,E)
6. Amazon (H)


3.) Magic  (6)
1. Wizard/Witch (H)
2. Sorcerer/Sorceress (H)
3. Mage (H,D,E)
4. Warlock (H,D,O)
5. Necromancer (H)
6. Mystic (H,D,E,O)


3.) Range  (6)
1. Ranger (H,E)
2. Hunter/Huntress (H,D,E,O)
3. Archer (H,E)
4. Marksman (H,D)
5. Assassin (H,E)
6. Demolitionist (H,D)


4.) Healer  (4)
1. Priest (H,D)
2. Monk (H)
3. Druid (E)
4. Shaman (O)


The Sub-Classes Info

Melee Sub-Classes

Warriors

They are the staple of the melee class, with all races being able to be a warrior. Though they lack any real magical abilities their strength and power has no equal, from barbarians to trained soldiers they are by far the widest range of melee types. If you're looking for an ultimate hero type you need not look any further.

Rogues

These agile and stealth fighters can get mostly anywhere without being detected, specially trained in the art of dagger combat. Only Assassin's excel in stealth, but they have abilities of being able to unlock almost anything they come across, from burglars to pickpockets these sneaky fighters have no equal in robbing. You can line your pockets and be a jack of all silent killers at the same time being a rogue.

Knights

The Orders of Knights live by strict codes of honor and the belief in the protection of women at all cost. It's not easy to be a knight in these dangerous times. They are heavily armored and are mounted soldiers of faith. Knights may lack actual magic abilities but their morality and mounted warfare give them an edge on the battlefield. They are nobles by birth, owning both lands and castles. Aristocrats that live and die by the sword.

Paladins

Devoted Religous soldiers of faith, unlike knights they are usually found unmounted and are most likely known to use holy hammers for weapons. Their strong religious beliefs prohibit them from acquiring amounts of wealth, which is one of the reasons they only use mounts while traveling. They have abilities unlike the other heavily armored melee classes in that they possess special magic, enabling them to imbue their shields with holy light and cast healing powers in times of battle.

Clerics

They have to be by far the most well rounded of the melee classes, not only can they pack a punch, but they have a wide range of magic abilities with limited healing abilities as well. If you're looking for a character that has the basics of all 4 classes, cleric is your class. Most where leather or light plated armor, which gives them more agility, prefer a short sword and can use bows for range attacks.

Amazons

The only female class of all the classes. Amazons are excellent fighters, they prefer spears for longer range melee and for throwing. They also have been known to use the bow. Fearless in heart, they will fight to death in battle. They prefer the company of their fellow women warriors and tend to mate only to produce offspring. No one is quite sure where exactly their homelands are for they keep secretive and restrict travel near their land.


Magic Sub-Classes

Wizard/Witch

They are by far the most dangerous of the magic users, reasons being that they study all kinds of magic and a few have been known to turn evil. The ability to wield such power can effect an individual greatly, being responsible and avoiding temptations are always what this sub-class strives for. Typically wizards and witches are older characters that have been taught at a younger age the use of magic, only to excel in the magic arts on their own later in their lives. This unique self training is the reason each wizard develops their own unique powers and skills.

Sorcerer/Sorceress

They are very similar to Wizards and Witches, also being of older age as well, but tend to steer towards the black arts of magic more. The specializing of dark magic definitely makes this sub-class a dangerous specialized magic user. Though they respect and are cautious when using magic. They have more of chance of giving into temptation and it is more common for them to be corrupt and evil in nature.

Mage

These wielders of magic are the bread and butter of the magic class. They are offensive magic users and the most common to be found through out the lands. The ability to focus in pairs and groups give them unmatched prowess on the battlefield when it comes to spell casting. A force of mages is a force to be reckoned with, and not to take lightly. Usually they are a diverse age group, from the young to the old. They train the young in secretive well established schools through out the lands.

Warlock

These summoners tend to be the most misunderstood. It was once believed they were evil in heart, but it has been found that they harness the dark side of nature. The ability to summon a minion to be protectors while they cast their spells give them great flexibilty and defensive value, from water elementals to fire golems there's not much they cannot summon from the elements. The older and most powerful of their kind also have an unique ability to open portals to allow others to travel to their location. The use of this ability in battle makes them the most sought out of magic users to be targeted and killed first.

Necromancer

Traders of death some would say, these very unique magic users are well sought after. Though the price may be high, they have the ability to resurrect the dead. Trained in self sacrifice if it serves their groups cause. They have the powerful ability to reanimate the dead in battle and to raise skeletons from the grave. They are a big reason most of the cultures in the lands seldom bury their dead, preferring to burn the bodies instead. They are also unique because they all share one common homeland, a dark citadel known as the Necropolis (The City of the Dead).

Mystic

The most mysterious and rarest of them all. These prophets of power have vary unique and unusual abilities. The range of their powers varies with each individual. Their powers are given to them from birth, from being psychic to foreseeing the future; they offer great advantages to those who seek out their counsel. They could very well be the most dangerous of all the sub-classes if misused.


Range Sub-Classes

Ranger

The best guides you'll ever come across by far. They tend to travel solo, only to be found in groups when they are guides. Protectors of the innocent, these range sub-class characters prefer to use the bow and carry a sword, preferring to wear light armor such as leather and furs. They are by far the most versatile of this class and they look to nature as home.

Hunter/Huntress

They can hunt just about anything, and are the best trackers of any class. Hunters have been known to have animal companions, that are extremely loyal and follow them where ever they go, usually some type of predator themselves. They hunt for survival in the wild and prefer to live in the open land rather than the city.

Archer

They are usually trained soldiers either currently employed in an army or looking for employment. Elite bowmen are disciplined and deadly in groups.

Marksman

They are trained in the use of guns. They usually learn at an early age. These guns for hire make deadly snipers if they seek employment as such.
Assassin


Demolitionist

Explosive engineers that are a great asset for any army attacking fortified castles and cities. The crafty bomb makers are definitely of a different sort. Unusual in personality and usually missing a finger or two. Dwarf demolitionists are mostly found near dwarven mining camps. Bowing up things is just too good for this sub-class to pass up.


Healer Sub-Classes

Priest

This unique class is the only one that doesn't attack. Priest believe in peaceful measures and any violence goes against their nature and beliefs. What sets them apart from the rest is their great ability in healing others and the miracles they can perform, but remember they don't actually possess this magic, it's from the god or god's of their faith they receive this power.

Monk

These holy men are similar to priest, but they can pack a punch too. Strong religious fervor with tendencies to drink in merriment can get them into danger. Monks are typically found carrying a quarterstaff and are highly adept of its use. They are also seen carrying other weapons such as a small sword or the such.

Druid

This is the elven version of the healer. They use natural means for healing such as herbs and potions made from natural ingredients. They can also call upon the forces of nature to aid in healing. They can pack a powerful attack as well, calling upon nature to attack their foes. It is said they are given an unique ability bestowed to them at a certain age in their life that gives them the ability to shapeshift. The older they are the more powerful and the more options of shifting are at their disposal.

Shaman

This is the only sub-class for healing for Orcs. They are very religious and believe in strict ceremonial practices of magic and healing. It is said the Orcs believe in underground gods that they call upon for aid. A shaman's dwelling can easily be spotted by the totem that stands near the entrance. Shaman's believe in strong animal spirits that they can  summon at will.

TGDW Project

How to participate in the project.

In order to simplify things for such a big enterprise, we've created an introduction page for simplified explanations and advertisement in the WDC Community. This page is the one you are now reading. It will list all links related to TGDW and will explain TGDW navigation system which can be found on the bottom of TGDI Group page.


1751743
TGDI Group  [13+]
Fantasy Writer's Review Group
by careisman - TGDW


TGDW Harbor is similiar to TGDI Hub, it will have everything needed to navigate throughout the TGDW Project and general info. So for instance you wish only to participate in TGDW in the group it's recommended that you bookmark the Harbor page.


1827643
TGDW Harbor  [E]
The entrance to all the kingdoms and lands of the TGDW.
by Yuuyake


The remaining pages are the 4 region pages ran by each of the 4 SMs. Each regional page will be setup differently and have different focuses. Some may be focused more on current city projects and others may offer vast amounts of writing projects for you to pick and choose from. Make sure you read up on the rules for each region page before writing for their region.


1833066
Argoth Modir  [------]
TGDW region on the continent of Argoth
by careisman - TGDW


1828450
TGDW Ost Mir City  [E]
This is Ost Mir City. A city in Wildemere.
by Yuuyake


1822145
TGDW Debut Kingdom: Totterdam  [13+]
The time has finally come to unleash TGDW upon the world. This is the test run.
by Dr. Horrible


1827358
TGDW - The Great City of Acruan  [13+]
This is the GREAT CITY OF ACRUAN. Here you can organize the city... things...
by Darked13 - TGDI Staff!!!


Joining TGDI Group

Now it's not necessary to join our group to participate in this project, but it's recommended. We'll send all members a monthly newsletter that will explain current events in the group including TGDW. So if you want to receive updates about the project you may want to consider joining us.

About TGDI Group

TGDI stands for The Green Dragon Inn, which was an actual inn in the works of J.R.R.Tolkien. The group was actually modeled from a writing group that both Tolkien and C.S.Lewis were members of known as The Inklings.

We're a casual group that only offers voluntary participation from its members. We avoid any excessive emailing to members and will only send out important updates and our monthly newsletters. So if you're looking for a group that won't flood your email box and offers a vast array of activities to particpate in, this may be the group you've been looking for.

On one last note, you may have noticed our group page may seem a bit unusual than most other groups. This is because we've actually created a one of a kind writingML code that enables us to place images side by side and create dropnotes with unlimited dropnotes inside just one. The coding for this is called 'The Unlimited Dropnote Code', and it enables us not only to put an infinite amount of information on any given page, avoiding making the page seem too overwhelming and cluttersome, but it also enables us to use a very unique navigation link system that allows members to navigate to any group page with a click of a button.


For more information about the group and a more indepth explanation of our group navigation please check out the link below.


1787776
TGDI Info  [E]
Info Page for new members and those who wish to join TGDI
by careisman - TGDW


Also If you would like to read up on all our groups activities you might want to browse the link below.


1786891
TGDI Activities  [E]
List of Current TGDI Activities
by careisman - TGDW


Navigating TGDW pages

On the bottom of TGDI Group page will be a dropnote link called TGDI Links in bright green letters. Click that and a dropdown list of links will appear. TGDW Harbor will be listed in navy blue in those links and on the very bottom will be a picture of a green planet labeled Midegar.

Click the planet picture and a dropdown list of 4 planet buttons will be displayed. As of this moment only the continent of Argoth is available so if you take note you'll see Argoth on the top followed by each of the 4 SM region pages.

This 4 regional dropnote is designed to make it easy to access the current region you are writing for. You simply jump onto the TGDI Group page, go to the bottom where the links are and click the Midegar planet picture and choose the region you are currently writing for. With a little practice you'll see how easy this has been made for you.


TGDI Staff Help

We are also offering help with pages you might wish to create for TGDW. We can help post a TGDW Navigation Link to the bottom of any of your pages. We also will help teach you the basic dropnote coding and if you're really up to the challenge, even our unlimited dropnote coding.

Let's say you wish to create a page that you can store in your port that you can use to navigate throughout TGDW, without having to bookmark any of the group's pages. I'm sure you could see how convenient this would be, especially if you already have a page you're currently working on for this project. The links can be simply added to the bottom of your page.


How to get assistance and TGDW links added to your page.

In order for us to gain access to your pages, you must join TGDI Group. Once you've been added to the group go to the edit page of your item and select the edit access section. Set your page to TGDI Group Access Lvl. 12. Then you can email a staff member the bitem link of the page along with an explanation of what you wish to be added and the location where you want it to be added.

As of the moment I'm more than willing to offer this option, so if you want to email me for help simply send an email with the title of your email as 'TGDI Staff Help', explain what you wish to be added and where you would like it to be placed on your page. Make sure you include the bitem link of your item.


Email me at:

careisman - TGDW

With this code below.

{bitem:#######}

Make sure you put the correct 7 digit item number in the code. Please allow several days for the page to have your requests displayed and you'll receive a validation email letting you know the changes have been made.

TGDI Links

Below this paragraph is the dropnote list for navigating throughout TGDW and the main areas of TGDI. So please feel free to practice using this and get familiar with it. This will be on the bottom of all TGDW pages.

Note that the 4 SM region pages are located in the 2nd dropnote which is inside the planet picture on the bottom.



© Copyright 2011 careisman - TGDW (UN: careisman at Writing.Com). All rights reserved.
careisman - TGDW has granted Writing.Com, its affiliates and syndicates non-exclusive rights to display this work.
Log In To Leave Feedback
Username:
Password:
Not a Member?
Signup right now, for free!

All accounts include:
*Bullet* FREE Email @Writing.Com!
*Bullet* FREE Portfolio Services!