EltNES: THIS World is Yours

I shall take a Krutargg faction, I'll have a name and details up sometime soon.
 
Posting this here for prosperity and so I can link the front page to it, for lack of space on my 2 front page posts.

Spoiler Shakar :

Shakar,
the Dark Continent


shakarcontinent.png

Artist's representation

Shakar is the smallest of the three continents, and by far the most isolated. Although once connected to the other two by a land bridge in the north separating the Western Ocean from the Centrel Sea, legend has it a great flood smashed away portions of it, creating the island of Lavra.

Most of the northern coast of Shakar is tropical, with lots of rainfall, hot summer days, and endless sunshine. Not many monsoons make it this far off the Tempest sea, but the occasional hurricane is not unheard of. Racially, northern Shakar is split pretty evenly between Issith and Lavran.

The rest of Shakar is split in two by the Cold Mountains. The west coast is warm in the north but gets gradually cooler as we head south. Likewise, the populace changes from primarily Symphok in the north to more Lycalidk and Kaul in the south. Hurricanes are extremely common along the coast, and regularly travel inland.

The eastern half of the continent is by far the largest, and most barren, comparably. The high grasslands turn to cold deserts, and then lifeless tundras as we head even further south. Tough Issith nomadic tribes crawl the landscape here, and not much else.



---- ****---- ____ ----**** ****---- ____ ---- **** ----


Spoiler Lycalidk :
d6RNU.png


Lycalidk warriors charging

Very man-like in that they stand upright on their hind legs, and have opposable digits, however with the face and body of a great hyena or dire wolf. The average Lycalidk stands on its hind legs at 6'8", and has, at least when compared to the human limb, abnormally long arms. Their thick fur coats range from brown to grey to black, and are usually shed for white new growth in the hotter months. Their eyes are usually black or brown, but in very rare instances are blue.

Clothing is seldom worn by the Lycalidk save for leather loins or armor in combat or on the hunt.

Natural herders of sheep and goats, they have in the eons past lost most of their feral instinct, and innate speed. Their superhuman strength has remained, however, as well as thick coats of brown to grey to black fur. They usually live in small tribes along the W'tawni river, and never organize large cities of their own. The more peaceful of these born warriors has been spotted in the markets of human cities, trading luxuries, though.

The Lycalidk native tongue sounds much like a combination between the baying of a donkey and the shrieking of a prairie dog, but in recent memory they have adapted a gravelly Kaulic, emphasizing the longer vowels.

Military
Lycalidk infantry are armed with wooden spears, the odd well-trained bow, and their fangs and claws. They make powerful shock troops.

Lycalidk navies consist of large, crude rafts, fashioned mainly from twigs and fallen branches, used only for crossing rivers at narrow points.


Spoiler Kaul :
hukV3.png


Kaulic children playing drums

The average Kaul stands at 5'5", has a dark complexion, and has hair varying from blonde to brown to black.

Kaul wear silks in the hot, wet summers and leathers or wools in the cool, wet winters.

Kaul are natural hunters and traders, and dealing with many different people (such as the aggressive Lycalidk or the finnicky Lavran) has made them adept at getting what they want out of a trading deal. Many fur trappers have a good life trading with the Lavran who send the goods across the seas, however agriculture, mining and fishing make up the majority of the economy of the average Kaulic village.

Military
Kaulic infantry are armed with wooden spears and the occasional bow, making them a good overall unit, but very good at raiding.

Kaulic navies consist of river-worthy ships (usually hewn from one single tree trunk) and rafts, but few if any ocean-going vessels.

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A great felid predator native to Shakar, known as a -----------------------

Spoiler Symohook :
A49VS.png


A Stymphok mother and her chick

Stymphok are identical in appearance to the giant flightless Moa bird, towering 10 feet into the air including necks, 6 feet for their 'shoulder' height. Their feathers range in color from whites to blacks to blues and browns, while their beaks are uniformly brown.

Stymphok have no need nor real concept of clothing for themselves. In the cool winters they grow a layer of warm downy feathers which come moltseason they sell to Lavran traders for exotic jeweleries, fish and goods. While no agriculture has developped, a fairly advanced form of aquaculture has: large fish harvests and the culling of tadpoles as delicacies in small streams and ponds in and around the Stymphok mainland.

Military
Stymphok infantry generally wear leather and are armed with simple wooden spear and their beaks. They are good for charging.

Stymphok are adept swimmers (and can hold their breaths for absurd lengths of time) but detest saltwater. They have no real naval capacity to speak of beyond that.


Spoiler Uneguk :
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An Uneguk family outside of their home

Uneguk, on average, stand a head shorter than their mainland counterparts, at 5'3". Their skin and hair are darkened and weathered, usually twisted into three or four long, tight braids.

Uneguk generally wear leather to protect them from the harsh weather of the islands, but cotton is common and is used to insulate their often temporary stone or woven wood homes.

Seafaring comes naturally to the Uneguk, and trading their "exotic" dyes and pearls to the Lavran has become a steady mainstay of their economies. Agriculture has begun to rise as a viable means of sustenance, however the endless bounties of the sea have never failed them and the Uneguk are not big on quick change.

Military
Uneguk Infantry are armed with short stone sword-like weapons known as Kuali (meaning sharp) and long wooden throwing spear and throwers known as Atatl. They are good for tight fighting in mountainous regions as well as amphibious landing.

Small, sturdy rafts big enough for a small family are oft used in crossing between isles, but Uneguk navies generally consist of ocean-worthy skiffs built out of multiple large trees tied together and carved into a large multi-person canoe.


Spoiler Issith :
U6VgX.png


Issith broodwarriors putting on brave faces

The average male Issith warrior stands at a mere 5'10", whereas their Den or Queen Mothers stand at a towering 7'4", a full head and a half taller than their children/mates. Their scales vary from dark green on the younger males to green-blue or even dark blue on the older mated males, and green on the younger females to green with purple trim on the older den mothers.

Issith wear little more than protective armor during the summer, and everything from furs to leathers to living mammals in the deathly cold winters, if they need to venture from their holes.

Issith settlements are ruled by a single Queen Mother usually, and all of its male inhabitants (of which make up 99% of the population) are either the brood or adopted children of that particular Queen, and their loyalties lie only to her. Supposedly. Being carnivores, their main source of food is hunting game (whether that be bear, buck or human), or having slaves tend flocks of cattle. That being said, they have a certain amount of dependancy on their fellow creatures; being cold-blooded, they are fairly unlikely sea-farers and are insistantly terrified of open (read: cold) water. Often, to cross great bodies or fast-moving rivers, they have to hire (also - not eat, and -be nice to-) non-Issith mercenaries to build sturdy bridges or ferry them across, which has caused many an Issith Queen no end of headaches.

Raiding outlying villages provides a large amount of wealth to pay these mercenaries, and a lot of other things as well.

The Issith languages are heavy on the extended S's, as is cliched and made fun of in many human communities. It also involves a series of inter-connected hisses and clicks all but immitatable by the human mouth, but Issith have learned to associate certain human consonants with their clicks, and have attempted on countless occasions to immitate them. For their own personal amusement, of course.

Military
Issith Infantry are well-armed with wooden spears and obsidian axes. They are good for ambushes and extended combat.
 
I'll take the Asrassiv Isseth, to be located in S2A, any of rooms 1, 2, or 3. Alternatively, S3A1.

Just to confirm that I'm reading the surface map right, the brown lines are paths, and the falls are where the water changes colour. Still don't understand the dotted line in the water.
 
Faction [race]
Leader
Starting location
-Purpose


talonschild
Asrassiv Zaphi [Issith]
Den Mother Asrass[?]
S2A-1, Main entrance to Zapha-nav
To establish her dominance as the Den Mother of Zapha-nav and beyond.

Zanomar [Irilenic]
Lord Yuenfar Zanomar
Zanomar Manor
-To regain control of his "ancestors'" troubled city.

Teinuc Order [Teinist bloc]
High Priest Toma [Gurkish]
Tenist Temple [amidst the poor section of town in the southwest.
-To spread the theocracy and Teinism to the good people of Zanomar and beyond.

Izshiv Zaphi [Issith]
Den Mother Izsh, of the first age
S2A-4, Issith Throne Room
To re-establish herself as the Den Mother of Zapha-nav

Nebala [Irilenic]
Dockmaster Ari Arisson, Owner, Nebala Shipping Company
Dockyards on the north side of the river
-To bring food to the starving of Zanomar. And profit.

Bhari [Swiech]
Baharo Bhakni Karu
S6A-5, outward docks and below nKari [the collosus]
-To establish himself as the Baharo of Dhah-Mbel'ya and restore order to the premier trading post of the Swiech.

Forgotten
Bahar'e Glaro Nari
-S7A-2, penal colony
-To win their freedoms from the newly chaotic Mbel'ya.

Examples to squeeze more info from players.

Tentative 1 human mercenary, 1 Krutargg, 1 Issith.

You are correct, talons. The brown is tracks where all greenery has died from overuse. In essense, paths, though they are not paved. The dotted lines are supposed to represent trade routes, or locations of former trade routes. I just didn't want to delete them and re-draw them in a few turns' time. If it's too distracting I can do it though.
 
Certainly. Competition for Terris and merciary. Just write up a little example like I provided above and I'll send you your stats.

I will frown upon "accept the payment from X faction and let them control my guys" as orders though. It's lazy and gamey.
 
The Legion "Suupalifs" [Issith]
Greatclaw Daaliss
3A-3
-Give Soldiers of Zapha-Nev Greater Say, vis-a-vis compared to Den Mothers' totalitarian rule
Background:
The Legion is a rebellious and purely male regiment of Issith warriors, as well as fellow workers allied or enslaved. With the divide between the two Den Mothers above ground and a nearby Temple, they separated in the name of glory and greater rights. Greatclaw Daliss' noseholes were scarred in the taking of Rattown, making him immune to the pheromones which underlaid one part of the Den Mother's control over her brood. Most of his warriors (other than the most dedicated) are not such disendowed. The Mark of Suupalifs, crossbrands over the noseholes, represent this militaristic and liberal faction.
EDIT: Daaliss' personal ideal would become Permanent Honored Broodmate, and make that status hereditary among his sealed-nose sons of proven promise.
 
The Frozen Hands [Human/Malkieri]
Entar Whirlblade
Outside Zapha-Nav, approaching Zapha-Nav from the North
- An attempt to escape the Men of the Ice, and to forge their own path throughout the South.
The Frozen Hands are an organization of if you will skilled refugees. They all are from the Frozen North, The Northern half of Arda.
Spoiler History :
Many humans had died that winter, and not due to the weather. The town of Godfrey, the port of the North had been sacked, and all had been killed except for one unlucky survivor who had reached the armies of the cavern states. The horrors he revealed made everyone feel he was mad, for ice never has had a life of it's own. There were not even any stories about living ice. He was quickly sent to the Thief.
They were wrong. That very year, the ice began to attack in the form of humans. No one knew what was going on as towns and villages were leveled completely. One by one, news began to stop arriving from the Western villages. Eventually, refugees began to funnel into Malkier, with the horde of the ice following close behind. The red crystalline forms had marched on the gates of Malkier, as if they were organized.
They were stopped at the gates of Malkier, and stayed there until the Spring. Plague, pestilence and Famine ruled Malkier for a quarter of the Winter when it was under siege. It had begun to seem that spring would have never arrived, yet it eventually did, and the horde left. Once the gates were opened, more news arrived, none of it had been good.
The Frozen Hands formed in the aftermath of winter's bite, and gathered the remaining fighters of the villages. When that year's planting season began, the Frozen hands left and marched South. They forsook the North, for only sorrow and death came from the North.

OOC Note for people wondering why that village is unnamed: It was struck from the records and the maps, and forcefully forgotten since it was where the true troubles of the North began.
 
I hadn't thought of the "iv" as a Den Mother plus iv equals tribe name... in all honesty, while I like the sound of Asrassiv, Asrass is a little... odd. What about the Skarlasiv?

Incidentally, I've been trying to speak without touching my lips together, to mimic a lizardy mouth, and I find I can't make a "p", "b", "ch", "sh", "zh", "j". Recommend no Issith words contain those noises.
 
Morins Chargers [Human/Montholin]
Morin the Large (Montholin)
Approaching the map from the north, along the road.
-earn cash, eat his foes, and party.
a lost calf, long ago captured and sold to slavers, was raised among a band of mercenaries who bought him to serve as an exotic mount. while he was not seen as intelligent originally, the mercenaries eventually recognizes it in him, and he was eventually accepted and one of them and not a mere mount.
as the decades passed, and the human mercenaries lived, fought, and died around him. some fell on the battlefield, others saved their money up and retired. but Still Morin remiained, growing older, wiser, and deadlier. now, decades after he first joined them, he leads them, his massive scared hide inspiring fear to his foes, and experienced mind leading his troops wisely. hearing of the growing conflict around Zanomar, he has headed south to ply his trade.

OOC: and if I can't have his species, he's just a heavily scared and unusually large human in his early 30's. past his prime, but still powerful and with lots of experience.
 
My friend's lizard's tongue is long and he could probably make M noises. Also I can say ch, c, all except M and P without my lips.

Terris, you can have the leader be Montholin, but no Montholin really migrate this far east or south, especially over the mountains. IMO. The humans are Irilenes I presume? Or Gurks, or what?

Edit: Eat his foes? Montholin are carnivore/predators? Or is Morin just ed up?
 
Yeah, but I fould I was unable to say ch, sh, zh, or j without a near-seal between my tongue and my cheeks, and lizards have no cheeks.

All this is, of course, speculative until we acquire a talking lizard.

And name definitively changed to the Skarlasiv, as led by Den Mother Skarlas.
 
Ko-Tak Clan
Thoah "Flame Bringer"
-Establish a Krutargg settlement
History:
Once the mightiest clan in their settlement the Ko-Tak clan has now been forced to flee from their ancestral lands to seek a new start. The clans warriors had been traveling to the main settlement for a new years celebration they received word that all of their human villages had been burned and the fields salted. Seeking to get the aid of the other clan leaders Thoah and the other warriors rushed to the shrine only to find that each clan elder was hold a head of the his village overseers. Knowing what had happened he sent most of the warriors off to prepare the clan to travel while he and his strongest warriors would enact their vengeance. While the other clans were celebrating their success and the new year Thoah and his warriors burned as many villages as they could before fleeing into the night.
 
Faction [race]
Leader
Starting location
-Purpose

Issith 4

talonschild
Skarlasiv Zaphi [Issith]
Den Mother Skarlas
S2A-1, Main entrance to Zapha-nav
-To establish her dominance as the Den Mother of Zapha-nav and beyond.

Asrassiv Zaphi [Issith]
Den Mother Asrass
S2B-2, Occupied Ratville Barracks
-To establish her dominance as the Den Mother of Zapha-nav and beyond.

Izshiv Zaphi [Issith]
Den Mother Izsh, of the first age
S2A-4, Issith Throne Room
-To re-establish herself as the Den Mother of Zapha-nav.

The Legion "Suupalifs" [Issith]
Greatclaw Daaliss
3A-3, den room outside the New Temple
-VIVA LA REVOLUTION!!!!Give Soldiers of Zapha-Nev Greater Say, vis-a-vis compared to Den Mothers' totalitarian rule
Background:
The Legion is a rebellious and purely male regiment of Issith warriors, as well as fellow workers allied or enslaved. With the divide between the two many contending Den Mothers above ground and a nearby Temple, they separated in the name of glory and greater rights. Greatclaw Daliss' noseholes were scarred in the taking of Rattown Ratville, making him immune to the pheromones which underlaid one part of the Den Mother's control over her brood. Most of his warriors (other than the most dedicated) are not such disendowed. The Mark of Suupalifs, crossbrands over the noseholes, represent this militaristic and liberal faction.
EDIT: Daaliss' personal ideal would become Permanent Honored Broodmate, and make that status hereditary among his sealed-nose sons of proven promise. VIVA LA REVOLUTION!


Humans 3

Zanomar [Irilenic]
Lord Yuenfar Zanomar
Zanomar Manor
-To regain control of his "ancestors'" troubled city.

Teinuc Order [Teinist bloc]
High Priest Toma [Gurkish]
Tenist Temple [amidst the poor section of town in the southwest.
-To spread the theocracy and Teinism to the good people of Zanomar and beyond.

Nebala [Irilenic]
Dockmaster Ari Arisson, Owner, Nebala Shipping Company
Dockyards on the north side of the river
-To bring food to the starving of Zanomar. And profit.

Swiech 2

Bhari [Swiech]
Baharo Bhakni Karu
S6A-5, outward docks and below nKari [the collosus]
-To establish himself as the Baharo of Dhah-Mbel'ya and restore order to the premier trading post of the Swiech.

Forgotten
Bahar'e Glaro Nari
-S7A-2, penal colony
-To win their freedoms from the newly chaotic Mbel'ya.

Foreigners 3

Gem Hound
The Frozen Hands [Malkieri]
Captain Entar Whirlblade
Outside Zapha-nav
-Forge their place in history and the warmest southlands. The Frozen Hands are an organization of if you will skilled refugees. They all are from the Frozen North, The Northern half of Arda.
-After the Battle of Winter's Bite, Captain Whirlblade led a newly formed contingent of soldiers south, to escape the cold night.

TerrisH
Morin's Chargers [Irilenic]
Morin the Large [Montholin]
Northwest of Zapha-nav.
-Earn cash, eat his foes??, and party.
a lost calf, long ago captured and sold to slavers, was raised among a band of mercenaries who bought him to serve as an exotic mount. while he was not seen as intelligent originally, the mercenaries eventually recognizes it in him, and he was eventually accepted and one of them and not a mere mount.
as the decades passed, and the human mercenaries lived, fought, and died around him. some fell on the battlefield, others saved their money up and retired. but Still Morin remiained, growing older, wiser, and deadlier. now, decades after he first joined them, he leads them, his massive scared hide inspiring fear to his foes, and experienced mind leading his troops wisely. hearing of the growing conflict around Zanomar, he has headed south to ply his trade.

merciary
Ko-Tak Clan [Krutargg] [UNIQUE: TRIBE]
Thoah Tor "Flame Bringer"
Northeast corner of the map.
-Settle a Krutargg settlement on the Toravopes.
Once the mightiest clan in their settlement the Ko-Tak clan has now been forced to flee from their ancestral lands to seek a new start. The clans warriors had been traveling to the main settlement for a new years celebration they received word that all of their human villages had been burned and the fields salted. Seeking to get the aid of the other clan leaders Thoah and the other warriors rushed to the shrine only to find that each clan elder was hold a head of the his village overseers. Knowing what had happened he sent most of the warriors off to prepare the clan to travel while he and his strongest warriors would enact their vengeance. While the other clans were celebrating their success and the new year Thoah and his warriors burned as many villages as they could before fleeing into the night.

Updated.
 
My friend's lizard's tongue is long and he could probably make M noises. Also I can say ch, c, all except M and P without my lips.

Terris, you can have the leader be Montholin, but no Montholin really migrate this far east or south, especially over the mountains. IMO. The humans are Irilenes I presume? Or Gurks, or what?

Edit: Eat his foes? Montholin are carnivore/predators? Or is Morin just ed up?

Tragic history: he was captured as a young calf and ended up being sold several times by slavers, each time farther and farther away, before ending up with the mercenaries.

and yes, hes just effed up. Montholin are primarily herbivores, though like a lot of herbivores, the can and will eat meat occasionally. with him, it's more of a blood lust thing. get him rilled up enough in battle, and he will sometimes stop to slurp up the remains of his foes off his club.

Irilenes work for the humans.
---------
Morlin's Personal guard:
When morlin goes into battle, he travels with 10 humans. Two bowmen(or whatever ranged weapon they use) riding on his back, and 4 escorts to each of his sides, who hang off special ropes tied to his harness, allowing him to hall the entire unit quickly across battlefield.
in battle, the escorts protect Morlins sides, while trying to push the foes in front or morlin, where his great club can crush them with ease.
 
Could I be Nebala?
 
Yeah that's fine Optical. Welcome back.
 
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