NutraNESIV.5: Fantasy Remastered

Spoiler :
Kingdom of Quarrion/King Azazel (m, 288, unwed)/Open NPC
Centralized Collectivist Monarchy
100% Malachim [Politically Dominant]
Capital: Quarr
Heir: Prince Raphael (m, 154, unwed) (Son of Councilman Uriel of Malash)
Family: -
Factions: Council of Ten (5/5); Citizen's Council (2/5)
120,000 - 15,000 (Treasury/Debt)
Small-Scale Celestium Mining, Limited Agriculture, Finished Celestium Goods (Fine)
25 - 0 (0/50%)
Magick:
Army: 15
Airborne light/ranged infantry who wield javelins, slings, shortbows, and shortspears, though little real martial tradition exists; a handful of powerful airborne geomancers;
Navy: 0
None to speak of
Prestige: -
Nation Background:
The Kingdom of Quarrion was founded in 1E41 when the Malachim Azazel fled a Tir'Ilonmol that was on the brink of civil war. He brought with him all of his followers and their belief in a new, united existence for the Malachim. Much of the collectivism that Azazel espouses comes from what little the Malachim understood of the Ikkir society prior to the star-fall. Quarrion operates on communal effort in most of its aspects; issues are tackled by everyone as they need to be tackled. To keep the kingdom from falling into simple mob rule, however, Azazel elevated himself to the position of monarch. Most of his followers would have had a problem with this bold move were it not for Azazel's decision to name Raphael, son of Councilman Uriel, his heir and mandated that no one of immediate relation to the current king could be chosen as heir. With the power of his newfound position Raphael moved for the creation of the Council of Ten as a separate entity from the Citizen's Council. Where every Malachim citizen had a vote in the Citizen's Council, the Council of Ten were the only elves able to bring up issues to be discussed and tasks to be completed without the need for a massive majority in support of the proposal. Furthermore, the Council of Ten were the face of Quarrion to outside polities and held total control over foreign diplomacy, warfare, and trade. The Council of Ten were chosen by Azazel himself, and Raphael numbered among them. Essentially they were the nobility in a society supposedly lacking nobles.
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Hunting-Hole/High Mage Vurk Clawrot, 'Ring' (m, 44, wed)/Open NPC
Centralized Oligarchic Magocracy
90% Swiech [Politically Dominant]; 5% Malachim [Traders]; 5% Star Goblins [Itinerant Traders]
Capital: Hunting-Hole Warrens
Heir: High Mage Nirk Festtooth, Index (m, 31, unwed)
Family: -
Factions: Amberblood (3/2); High Rock (1/5); Harm's Hand (5/5); Hunting-Hole Cabals (3/2)
285,000¤ - 30,000¤ (-/-)
Celestium Mining, Lumber, Agriculture, Astral Union-Trade, Finished Celestium Goods (Crude)
35☼ - 0☼ (0☼/50%)
Magick: Vivification, Thaumaturgy, Low Magick
Army: 25
Ferocious, somewhat disciplined mix of Swiech heavy and light infantry wielding all manner of weapons; honor-bound Clanial Bragaash mercenaries act as the mainstay element of armies; A few powerful Swiech vivificationists, a handful of immensely powerful Swiech thaumaturgists/vivificationists called 'Harm's Hand'
Navy: 5
Capable navy of Dohtel galleys refitted for Lake Deep, sailors are hardly combat worthy, as most ships are simple trade ships
Prestige: -
Nation Background:
Hunting-Hole is one of the richest polities in the world, but it also is one of the most tumultuous. Life in the Hunting-Hole has never been easy for the non-mage population, as they could be swept into the High Rock's celestium mines at any point with little warning. It is not as if the mages have it easier, as the various cabals violently squabble for what little power the Harm's Hand lets slip through their fingers. Harm's Hand are the true ruler of Hunting-Hole and bask most of its riches—commercial and magickal. They are the five most powerful thaumaturgists and vivificationists that Hunting-Hole has to offer, and are arguably the most powerful native El-Orian vivificationists. Much of their magickal might comes from the Blood Wail Hills, a rich mana-well filled with similar 'voices' to those found in other El-Orian mana-wells. Every member of the hand has gone into the supposedly haunted hills and learned from what disturbing lessons they could from the voices, resulting in their mastery of magick, albeit at the cost of some of their sensibilities. Perhaps it is this detachment that led Hunting-Hole to its currently, fragmented state. After the Six Blades Rebellion succeeded in removing a great deal of Hunting-Hole's population and younger mages virtually every other element of the Swiech society began to speak out against Hand. Though they have yet to act on their violent words, a second rebellion is in the air...
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Six Blades Kingdom/King Saur the Blade (m, 22, wed)/Open NPC
Centralized Despotic Monarchy
100% Swiech [Politically Dominant]
Capital: Six Blades
Heir: -
Family: Skivas Grey (Wife, 20)
Factions: Six Blades (5/5)
110,000¤ - 55,000¤ (-/-)
Agriculture, Lumber
25☼ - 0☼ (0☼/50%)
Magick: Vivification, Thaumaturgy
Army: 55
Ferocious, fanatically loyal, somewhat disciplined mix of Swiech heavy and light infantry wielding all manner of weapons; Numerous capable Swiech vivificationists/thaumaturgists; Gorleg, prodigious Swiech vivificationist and decent thaumaturgist; Saur, immensely charismatic Swiech commander and middling vivificationist/thaumaturgist; Urk the Knife (m) & Cro Paleye (f), two incredibly talented Swiech swordsmen, archers, and commanders
Navy: 0
None to speak of
Prestige: -
Nation Background:
The Kingdom of Six Blades is the first 'hero' kingdom to be born during the Silver Age. Its leaders, the eponymous Six Blades, are some of the most capable Swiech of their respective fields, and they are lead by the impossibly charismatic Saur the Blade. Ostensibly the kingdom was formed as a result of the tyrannical rule of Harm's Hand in Hunting-Hole, though the Six Blades are just as absolute in their rule, if not more so. Regardless, the Swiech of Six Blades are so dazzled by their ruler's charm that there is little present worry about a revolt. Six Blades' infancy shows in its underdeveloped commercial spheres, though some would argue it is a clean-slate with only limited by the sky. No concrete castes have yet to emerge, and all power is presently in the hands of the Six Blades.
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Dgebed/Councilwoman Vola (35, wed)/Open NPC
Centralized Republican City-State
100% Star Goblin [Politically & Religiously Dominant]
Capital: Dgebed
Heir: Councilman Ogzar (33, wed)
Family: -
Factions: Council-Elect (5/5); All-Seers (3/5); Dgebed Artisans (2/3)
100,000¤ - 15,000¤ (Treasury/Debt)
Fisheries, Agriculture, Lumber, Finished Wooden Goods (Fine)
25☼ - 0☼ (0☼/50%)
Magick: Astral, Astrology
Army: 10
Undisciplined, but highly skilled and fanatically loyal collection of individualistic medium-heavy infantry warriors wielding a variety of weapons, including shortbows; a handful of capable Star Goblin astral mages who wield astral phantasms against their foes, and an even smaller number of astrologer-generals commanding the armies according to the stars
Navy: 5
A rag-tag navy composed of the only ships in the known world to not utilize elven designs, sailors are just as unseaworthy as the ships
Prestige: -
Nation Background:
Dgebed was formed by the former Astral Council-Mage Dgeba after she felt that the Astral Union was heading down an erroneous path by barring the female half of its population from advancing alongside the rest of society. Unwilling to see her entire gender constrained by tradition, she led a small band of followers west to the spot where Dgebed sits now. Over the years various dissidents have fled to Dgebed after earning the ire of the union and their council, and numbering greatly among these individuals are the All-Seers. The All-Seers are the first astrologists of Kor-Fiol and although they are spread out all across the known world, they make their headquarters in Dgebed. They quite openly influence politics and saw the voting masses to elect them to the city-state's high council. The current council frontrunner and de facto leader of Dgebed is one such candidate and holds strong ties with the All-Seers despite not being an astrologer herself. Her blatant pandering to the mages of Dgebed, however, has earned no amount of approval from the artisans of Dgebed, who feel slighted and left out in the wake of what has essentially become a magocracy.
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Almoot Marklef Warghemen/High Elder Nem (m, 54, wed)/Open NPC
Tribal Elder Council
100% Kleofkinde [Politically Dominant]
Capital: Almoot
Heir: Elder Gadd (m, 41, wed)
Family: -
Factions: Elder Council (5/5); Almoot Kleofkinde (1/3); HemEwa (2/3); HemIsara (3/5)
80,000¤ - 25,000¤ (-/-)
Stone Quarries, Goat Herding, Overland Trade, Limited Agriculture, Finished Stone Goods (Crude)
25☼ - 0☼ (0☼/50%)
Magick: Astral, Alchemy
Army: 25
Ferocious, fanatically loyal, but undisciplined collection of older, heavy infantry warriors armed with greatclubs, greatswords, and greataxes acting as shock infantry, younger, light infantry warriors double as skirmishers and wield javelins, slings, and shortswords; a handful of powerful astral shamans who channel spirits of once-dead warriors, and dozens of alchemist-shamans who use their concoctions in battle
Navy: 0
None to speak of
Prestige: -
Nation Background:
Of the three Warghemens, Almoot is the smallest. Situated in the NemMarklef Mountains, are Kleofkinde who eek out short, brutal lives in their little villages that act as the bulwark against Nephilim invasions. Despite their hard lives, most Almoot Kleofkinde are terribly proud of their existences and the numerous battles they fight against their peoples' ancient foes. A few tribes, such as the HemEwa, look south at the lowland Kleofkinde with no end of envy, but their ambitions are curbed by the powerful Elder Council and their most stalwart supporters, the HemIsara. Like all of the Warghemens, Almoot has yet to recognize those Kleofkinde who have settled in the central city of Almoot as a tribe in of themselves, and so are barred from the Council of Elders—which infuriates the skilled workers, traders, and other citizens of the city.
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Cindor Rash Warghemen/High Shaman Drim (m, 49, wed)/Open NPC
Tribal Magocracy
100% Kleofkinde [Politically Dominant]
Capital: Cindor
Heir: High Shaman Uza (m, 33, unwed)
Family: -
Factions: High Shaman Council (5/5); Cindor Kleofkinde (1/2) WeargBer (4/3); WeargBor (4/3)
105,000¤ - 20,000¤ (-/-)
Spirit Mushrooms, Lumber, Finished Wooden Goods (Crude), Agriculture, Overland Trade
25☼ - 0☼ (0☼/45%)
Magick: Astral, Alchemy
Army: 20
Ferocious, but incredibly undisciplined mob of older, heavy infantry warriors armed with greatclubs, greatswords, and greataxes acting as shock infantry, younger, light infantry warriors double as skirmishers and wield javelins, slings, and shortswords; dozens of powerful astral shamans who channel spirits of once-dead warriors, and many alchemist-shamans who use their concoctions in battle
Navy: 0
None to speak of
Prestige: -
Nation Background:
Cindor is the most magickally inclined Warghemen and is ruled exclusively buy its shamans. Within the shaman caste there is the crucial division between 'high' shamans, individuals who use magick to consort with ancestral spirits, and 'low' shamans, alchemists who create a great many potions, slaves, and poisons that are used in and out of battle. As much as the two shaman groups would like to be separate from each other, they are interrelated through the cultivation of spirit mushrooms. The curious mushroom found only in the CindorRash amplifies both astral and alchemic pursuits. In the former, it further blurs the divisions between the other realms and El-Or, allowing for stronger spirits to be summoned; in the latter it heightens the effects of virtually every potion and is a staple in any alchemist's supply. Spirit mushroom cultivation has become so important to the Warghemen that traditional tribal divisions have been shrugged off in favor of smaller kinship ties, due to the fact that the small, fertile growing areas for the spirit mushrooms are owned by clans. The riches these hereditary clans have drawn in through the cultivation of spirit mushrooms has seen them become very important members of their society, and the Council of Shamans has been known to bow to a clan's whims on occasion. Currently the two most powerful clans are the WeargBer and WeargBor, who own much of the growing areas in the eastern and western parts of CindorRash respectively.
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Garst Garash Warghemen/Gal Fazkind-Reborn (m, ∞?, unwed)/Open NPC
Tribal Despotic Monarchy
100% Kleofkinde [Politically Dominant]
Capital: Garst
Heir: -
Family: -
Factions: Garst Kleofkinde (3/5); HemYorma (2/3); HemAlogar (2/5); HemRumza (2/5)
90,000¤ - 30,000¤ (-/-)
Goat Herding, Agriculture, Fisheries, Pottery, Overland Trade
25☼ - 3☼ (0☼/50%)
Magick: Astral, Alchemy
Army: 30
Ferocious, fanatically loyal, but undisciplined collection of older, heavy infantry warriors armed with greatclubs, greatswords, and greataxes acting as shock infantry, younger, light infantry warriors double as skirmishers and wield javelins, slings, and shortswords; a handful of powerful astral shamans who channel spirits of once-dead warriors, and a handful of alchemist-shamans who use their concoctions in battle; Gal Fazkind-Reborn, an incredibly powerful astral shaman who has occupied the body of an unnamed shaman
Navy: 0
None to speak of
Prestige: -
Nation Background:
Ironically progress has come to Garst Garash Warghemen only though the leadership of a centuries old spirit. The exploits of Gal Fazkind during the Forgotten Ages are known to all Kleofkinde, and his supposed reappearance via the possession of an unnamed shaman has caused quite a stir all over the Peninsula of Isa. Not only has Gal toppled previous beliefs of magickal limitations, he overthrew the rule of the Garst Garash Warghemen Shaman Council and installed himself as the sole leader of the western Kleofkinde plains tribes. He drew his initial support from the shunned, 'tribeless' Kleofkinde of Garst by giving them an identity and proclaiming Garst as a tribe proper. Gal managed to avoid the ire of the plains-tribes primarily through cunning and charisma, enrapturing them so much with promises of bloody war against the Dohtel and unification of the entire peninsula that they put aside their worries and threw themselves headlong at Gal's feet. The only tribe to seemingly have any reservations are the HemYorma—who live on the fringes of Gal's domain—though they have thrown their lot in with Gal for the time being due to the support he won from the far larger, more powerful tribes of HemAlogar and HemRummza.
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League of Agortal/High Chieftain Veneka (m, 263, wed)/das
Decentralized Despotic Tributary Tribal Federation
65% Kritta Bladvenn [Politically & Religiously Dominant]; 10% Northern Bladvenn [Slaves]; 20% Anaamu Goblins [Slaves]; 5% Terlan [Itinerant Traders]
Capital: Agortal
Heir: Chieftain Idiona (m, 146, unwed) (son)
Family: Daughter (120, unwed), Daughter (100, unwed)
Factions: Tribal High Council (4/5); Tribal Low Council (2/5) Disciples of Agorta (3/4)
230,000¤ - 40,000¤ (-/-)
Alchemic Goods (Fine), Sea Trade, Fisheries, Exotic Herbs, Rice
40☼ - 0☼ (0☼/40%)
Magick: Geomancery; Alchemy
Army: 20
Disciplined, but unorganized army composed of small groups of hunters who double as light infantry and skirmishers armed with slings, javelins, blowguns, axes, and shortspears—all poisoned; a handful of capable geomancers, and the hero-mage Agortal who has access to mighty geomantic spells through the Sea Tooth
Navy: 20
A superb navy composed of Kritta galleys; sailors are incredibly skilled amphibious Kritta warriors; several mage-captains exist and lead fleets in times of war
Prestige: -
Nation Background:
Though the League of Agortal was founded around the eponymous geomancer Agorta, it is lead by the equally powerful High Chieftain Veneka, who has virtually made himself a king. The league ostensibly follows the traditional setup of Bladvenn leagues through the 'temporary' incorporation of many tribes into a decentralized union that still allows them their freedoms. The Kritta, however, have altered the structure somewhat through the creation of the 'High' and 'Low' Tribal Councils. The High Tribal Council is composed of the foremost tribes in the league, and currently the only premier tribe is Veneka's. This council has express power to do virtually whatever it wants 'for the good of the league'. The Low Tribal Council is made up of the lower tribes—that is to say everyone else—and pays tribute to the tribes of the High Tribal Council for membership privileges in the council. Any member of the low council may make motions and bring up issues, though all decisions must be ratified by the high council so power lies expressly in Veneka's hands. The only reason the other league tribes tolerate Veneka's despotic rule is due to his alliance with Agorta, the powerful Kritta geomancer whom many regard as a prophet. He and his disciples have carved out a strong following among the league, and even Veneka nominally is a member of the faith. The League of Agortal has entered something of a renaissance as of late due to the unparalleled unity Veneka has brought to the southern wetland tribes. However, to the northwest numerous other leagues have formed to fight against possible Agortal expansion, and to the east the wild Anaamu Goblins wait for any moment of weakness to strike on the prosperous league.
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League of Nirrodon/High Chieftain Timender (m, 240, wed)/Open NPC
Decentralized Aristocratic Tribal Tributary Oligarchy
60% Nirrodon Bladvenn [Politically Dominant]; 40% Anaamu Goblins [Slaves]
Capital: Nirrodon
Heir: Chieftainess Isada (f, 190, wed) (Wife)
Family: Daughter (unwed, 100); Son (unwed, 122)
Factions: Underling Council (4/5); Nirrodon Nobility (2/2); Cult of Nirr (2/5)
250,000¤ - 45,000¤ (-/-)
Rice, Lumber, Finished Wooden Goods (Crude), Furs (Fine), Fisheries, Alchemic Goods (Fine)
25☼ - 0☼ (0☼/50%)
Magick: Alchemy
Army:b 40
Disciplined, but unorganized army composed of small groups of hunters who double as light infantry and skirmishers armed with slings, javelins, blowguns, axes, and shortspears—all poisoned
Navy: 5
A superb navy composed of Nirrodon river-galleys and swamp-skimmers; sailors are incredibly skilled amphibious Nirrodon warrior-hunters
Prestige: -
Nation Background:
The Nirrodon are the somewhat understood northern cousins of the Kritta Bladvenn to the south. For most of the Bladvenn's history, the Nirrodon have kept to themselves, but recently they have formed around a single high, charismatic high chieftain and have made him a king in all but name. Timender is an alchemist of the highest caliber, and the alchemic tradition runs strong in the Nirrodon culture—especially since they apparently seem to lack other forms of magick. Central to their understanding of alchemy is blood. Blood has strange effects on all Bladvenn, causing them to heal faster, or feel less pain, or experience psychedelic highs, or any number of other things; different creatures' blood yield different effects. Virtually every Nirrodon potion incorporates blood in some way shape or form, and the Nirrodon have even come to worship their own blood as a sacred substance. From these religions notions the Cult of Blood has sprung up, though remains constrained to the masses that beneath the aristocratic 'Underling Council' that helps Timender run the league. These cultists believe that there is magick inherent in blood and fanatically pursue their claims through gruesome rituals.
 
How about (unique) units who take engineering training as part of their boot camp and by definition can throw up a fortress every day.

Considering joining. Any suggestions? (Well, I still need to polish off some story arcs. Wait a sec.)
 
How about (unique) units who take engineering training as part of their boot camp and by definition can throw up a fortress every day.

Magick could feasibly do that, but there's no real idea of how that could be done and when (if) you guys ever get to that point it would be pretty damn costly.

As for nation suggestions... I would not mind more players among the Kleofkinde, Swiech, or Bladvenn areas. That is to say, any of the Warghemens (though theDright will get first pick, even if his pick conflicts with yours he gets to choose whoever, as he made the race); Hunting-Hole or Six Blades Kingdom; League of Noirrdon/A Northern League.

Here are the 'creation posts' the players made so as to give you an idea of the cultures of these peoples.

das/Bladvenn
theDright/Kleofkinde
merciary/Swiech
 
Yes, players can create new races/cultures if they want. I would prefer it, though, to fill in the 1-player areas, such as the Swiech ratrace, the Kleofkinde's lonely peininsula, and the Bladvenn's equally lonely peninsula.
 
Well if I have my way there won't be a need for more Swiech players. :mischief:
Of course I doubt I can actually pull it off.
 
The gentle spray of the sea upon the deck glistened in the early light. Oars rhythmically slipped into and out of the water to the beat of a quiet chant. The light glistened in every direction reflecting off the endless waters.

“Squadron Master,” Dahir turned to see the Helm Master, Jahy, standing awaiting a response.

“Helm Master?”

“Sir, I wanted to let you know I believe Helm Apprentice Sira is ready to become a Helmsman. Do you approve?”

Dahir stood calmly watching the slightly rolling seas his hand on the deck rail of the Enchant. He glanced around to see the four other vessels in this expedition: Sea Runner, Gilded, Bohinde, and Tresa.

“You realize that this means she would need to be sent to either the Tresa or Sea Runner to get more hands on time?”

“Yes, Squadron Master, but in fairness she has earned that chance.”

“If you believe it so then we will do it at the earliest chance. Which should be coming up soon unless my senses have…” Squadron Master Dahir stopped mid sentence as the Ship Apprentice on lookout yelled down.

“Land Westward! Land Westward!”

Dahir pointed and smiled like a younger man of only a century. “Yes there it is. My home of Eyr.” Dahir turned to Deck Master Yesina. “Deck Master make ready for port!”

“Affirmative Squadron Leader!” came the reply which was quickly followed by “Trim that sail now apprentices! We have a port to call upon!”

Dahir watched with pleasure as the command was relayed to the other ships to prepare for port in Eyr. His squadron was perfectly drilled and that pleased Dahir immensely that his calling had been exactly where he needed to be. He may only be a Squadron Master, but he knew his trade and he knew it well. And like all Dohtel sailors took pride in the fact.

The squadron arrived in the port of To’Eyr the following morning. Ship apprentices ran around hauling ropes, tying up to the docks, and preparing for a few days in port. Dahir walked to the ramp and disembarked to yells of “Helm Master has the ship!”

Dahir walked along the pathways until he arrived at a large plain looking building with a pair of guards standing outside.

“Squadron Leader Dahir,” the first guard spoke. “you are to go and report to Fleet Master Sharni.” Dahir had not expected to need to report quite that high up, but he nodded and headed to the Fleet Master’s office. He knocked and the door opened to allow him in. He took a moment to look around and saw various implements that told him the Fleet Master for Eyr was formerly a mage of at least the third circle.

“Sit Squadron Leader.” Dahir set himself down on the rather plain wooden chair. It was very uncomfortable, not that he let it show. “You are going to be promoted to Flotilla Third and will be sent to explore the westward seas.” Dahir hid the exciment that immediately began to rise in him. Being able to take such an important role was what every Dohtel sailor dreamed of.

“Yes Fleet Master. When shall we be sailing?”
“Do not worry arrangements are being made. In the meantime let your sailors have some time on Eyr and I will be in touch with you soon to begin the planning of this exploration.”

“Yes Sir.” Dahir was dismissed and he pratically ran out to begin his plans for the exploration. He would return to the seas and find new lands for the Dohtel to explore.

Notes:
Ranks in the Navy are apprentices, senior apprentices, and then (insert post name)man i.e. Helmsman, then Master.

The various Masters would then become Ship apprentices en route to becoming a Ship Master.

After that the rank becomes Master, Second, Third of whatever formation they are leading (i.e. Squadron Second, Fleet Master, etc…) It is possible to be a Ship Master and a Squadron rank at the same time. However once into Flotilla, Fleet, or Navy leadership positions one can no longer be a Ship Master also.

All ranks and addresses are for the masculine harkening back to when Sailors were only men, but even though that hasn't been true for millenia the tradition stuck.
 
I'm well aware of the Swiech mentality, I never said it would be a centralized nation if I can pull it off.
 
Uldorna settled in her bed for the night. Her furs were a bit musty, but warm. The cedar in her hearth popping almost violently as it burned. She was not scarce of firewood. Her brother Uldus was seeing to that on the side. After their father died, Uldus had been filled with a paternalism, becoming as selflessly industrious as he was patronizing to her. When their father died, Uldus sold their shack on the outskirts of Greymark and took up the offer of the Prince of Jalderhall to settle the land nearby.

He should have waited, she thought, for the other princes soon made their own offers of land and stipends for those willing to develop their properties and pay the tax farmers.

Uldorna did not like living in the shadow of Jalderhall, nor in the hills of Broodsbarrow. This place was too much of a frontier to her preference. Jalderhall was also unnerving to her. She found [Void]kin to introverted for her trust. Her father had described them as serpents, content to lay motionless until filled with the fury of being trodden upon.

She remembered climbing the grey-green hillside to the monestary's wall, hoping to retrieve her stipend inside. She curiously found no door, so she circled the entire complex, finding only stone arrayed to block her path. She stood perplexed until she saw a man standing next to her. He spoke nothing. With a serene look on his face he seemed to fade from being as he walked through the masonry. It was one of the strangest things she remembered.

A hand reached out of the stonework, outstretched. She took it and flew through solid stone and out the other side. She did not remember that, she realized suddenly. The courtyard smelled of cedars and animal. The man still had her by the hand. He then pinned her on the soft cushioned wall, his eyes locked on her's. Uldorna felt naked before him and shut her eyes tightly. She could not move. When Uldorna opened her eyes, the underside of the shingles glimmering in firelight met her. Her heart was filled with fear, her limbs unmovable, anf an oppressive weight from an unseen source weighed on her chest. For hours to come, long after she shook herself from her unresponsive body, did an ominous presence and the impotence of her mind to convince it was all a dream remain. He was still here, watching.
 
Thanks Nutra, I'll look into who I'd like to take. Is there anyone in particular you want me to play as? Some nation that really needs a player?
 
Well, they all would benefit from the direction of a force less omniscient (so far as the NES is concerned) than me. However, the Swiech have numerous neighbors so they are a bit lesser on the totem pole. I would say either the Kleofkinde warghemens or the bladvenn leagues are good enough choices, but again it's all up to you!


edit: A taleworlds player just expressed interest in the Nirrodon, so consider them closed for now.
 
Welcome sushi. I recommend you find some interesting threads and post a couple comments. You need 5 posts and to be here 5 days for PM privileges.
 
I am done with finals. As I type this I am drinking a beer and taking a shot.

I'll get right on finishing up Appendix III and then set a deadline for orders.
 
Alright. Back home and working on the NES. I was thinking about changing Thaumaturgy's name into something more mind-magicky..... Any suggestions?
 
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