NutraNESIV.5: Fantasy Remastered

Looks like an interesting game.

Sub-Species:
Rochir
Species: Elf
Physique: Tall, graceful, even more so than an average elf. Any closeness to nature is replaced with a connection to animals and pets. Skin is almost olive, due to time spent outside.
The Rochir are the elves who in ancient times have abandoned the forests for the plains of Kore. They have a great connection to animals, and are famous for their mastery of horsemanship. Hence their collective name, which translates as "The Horse Lords".
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Culture:
Narados
Society: The Narados are a semi-nomadic culture existing around the great plains to the north. There are a few cities, which are at the center of Naradon political and economic life. Small villages scatter the countryside. There are a few clans that wander within the borders, but as the history of Kore unfolds, the number of nomads will slowly grow to be less and less. Many from the clans can find success as a commander in the military. At times of peace, these military commanders take important civilian roles.
Ethics: There is a strong sense of duty to your clan/village/family, and a much lesser sense to the nation. As clan/village/family leaders tend to be very loyal anyway, most of the time it doesn't cause any trouble. Occasionally, however, one clan may try to break away from the King, or a Family may greed for power.
Religion: A pantheon of gods, often with some association with nature. (God of the river, god of the mountains, etc.)
Economy: Animal husbandry for most of the rural people. Cities import food from the villages, and export most of the villages' needs.
Place Names: Malina river, Sûllos plains, Baradguard mountains, Forests of Thôn, Erebtan Woods
City Names: Neuatar, Ithlir, Rasdor, Edelohn, Minra Draor
Individual Names: Aduial, Amar, Loran, Thasron, Parama, Fori
Clan/Family Names (sometimes "The House of"): Uthel, Ilthoren, Telthor, Laren, Eldera, Nerand
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Polity:
Elendrel
Government: A monarchy, with clans/families ruling smaller lands (clans being rural, families urban) in a semi-feudal system. New clans/families can form from the bravest commanders, the wisest wizards, and the shrewdest merchants. If a family is unsatisfied with the king, they can try to overtake him, in a (mostly) non-lethal duel. A successful family becomes the royalty - a failed attempt often leads to exile.
Magick: Geometric & Vivification
Magickal Tradition: Vivification is used by peasants to encourage the growth of animals and crops, soldiers to strengthen their horses, and practically anyone else to heal minor wounds. Anyone without even a little knowledge of vivification shouldn't consider themselves a proper Rochir. Stronger forms of vivification, as well as geometric, are used by skilled wizards in the great cities. Naradon myths say that the gods locked magic ages ago, and this can only unlocked through the ancient elvish language (many similarities to other elvish languages, even though Narados is more human sounding). Any other way to use magic is "unclean", as it was not properly gained.
Military Tradition: Clan members are almost born in the saddle, and fight naturally. These could be considered the "professional units". At times of great need peasants will also be levied as foot soldiers. Wars with just the clan warriors are common, and often little more than raids for gold. Wars requiring levied soldiers tend to be avoided at all costs. In war, spears (lances) are the favored weapon.

I would like to be located in the center of the large grassland in the northern part of the continent.


Am I understanding the sub-species concept correctly? Or are we just supposed to put in a generic "Elf" or "Human"?
I'll edit in the rest later.
Edit: edited in.
Edit: edited my edits.
 
I'd like to claim a spot on coast in the grasslands on the north western side of the continent. That northern most peninsula if possible.

More details to follow later. I'm working on a project for most of today.
 
I urge players to look over the cradle again, I have reduced it's scope to cut out the northern half.
 
Star Goblin
Species: Goblin
Physique: Sickly green-grey hairless skin clinging close to a light frame. Large, watery eyes like a nocturnal simian’s take up the face, with two slits for nostrils and a mouth filled with fangs and a flexible tongue.
They are primarily nocturnal and prefer the damp and cool. Groups of star goblins are called colonies.
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Cavern of Stars
Society: Slightly patriarchal. The male’s place is away from the colony, finding food and exploring. The female’s place is sedentary. This used to mean purely looking after children, but since the rise of farming, they are more likely to farm. Both sexes are allowed to join the priesthood.
Ethics: Education and the pursuit of knowledge are highly valued, and destroying or withholding knowledge is seen as blasphemy. It is seen as honourable to defeat one’s opponent with words, rather than with weapons. In the Old Caves, each death was painful to the colony.
Religion: Each star is the personal realm of a spirit. The shapes the stars make reveal the relationship between the stars, those of the same constellations having similar control over a certain aspect. For example, there is the Spirit of Hunting Deer within the Constellation of the Hunt, or the Spirit of Sieges in the Constellation of War.
Economy: Farming and fishing.
Place Names: Radbal, Luga, Gorbold, Golfimb, Gorga, Lagduf, Gorkil, Lagdush, Lugduf, and Bolga.
City Names: Snakhur, Gashur, Rodush, Muzga, Ugdurtz, Shakil, Bulagd, Gorbold, Lugdog, and Uglush.
Individual Names: Gashagr, Agral, Snakhur, Bolga, Grodush, Gashak, Golfimb, Radbag, Lukil, Mega (Male or Female, the Cavern of Stars does not differentiate).
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Colony of Grat
Government: Patriarchal Monarchy, with adoptive succession (as in, the king’s son is not necessarily the next king – especially if they believe the son to be too stupid to rule properly).
Magick: Astrology, Astral Magick
Magickal Tradition: Spells are typically cast using prayers and religious engravings. The magick users are priests, who also fill the role of scholars and philosophers.
Military Tradition: Not a great one. The colony would prefer to resolve everything before a single death can occur. However, they understand the importance of a military. They utilise short, sharp shocks with hunters, using the stars to divine the enemy’s weakest points.

Put me in the north, where there are hills on the coast.
 
I just realized I did not answer this!

I want to join this nutranurse.

Is there any chance I can give the puca an extreme makeover and make them an essential part of some humanoid kingdom, perhaps along a river in the colder forest biome? I have a few ideas on how it could be done.

EDIT: I like the way they played with Abby's gnomes in the last world.

You could have a polity that worships the puca spirits and such, though the spirits would be rare creatures none the less. You still would have to make a race that falls under the given specifications. I'm willing to see your ideas!
 
Fine...delete my start spot...those two Islands in the lake and some adjacent coastline then.
 
I'll take the area around the river fork near the hills to the east of the lake.
 
Starlife, kkmo, Immac, and you should have a fantasy NES convention. It would be interesting to see what comes out. :D
 
Fine...delete my start spot...those two Islands in the lake and some adjacent coastline then.

There are the islands on the extreme south of the map.
 
I just realized I did not answer this!



You could have a polity that worships the puca spirits and such, though the spirits would be rare creatures none the less. You still would have to make a race that falls under the given specifications. I'm willing to see your ideas!

That's exactly what I expected.

I'll start anywhere along the eastern river, next to the two islands.
 
Cool. I would suggest taking up Astral magic.
 
Mouth of the big river please. Not sure if my race is suitable for there though. Fill the woods with them though?
 
Cool. I would suggest taking up Astral magic.

I already planned to. I have some issues determining the second specialization, but seeing as shapeshifting is bodily, Vivification will most probably make sense. (I think that moving limbs around, changing forms - metamorphosis? - would be considered life magic somehow.)
 
Mouth of the big river please. Not sure if my race is suitable for there though. Fill the woods with them though?

You can always change the Sheol to accommodate your new settings. Also note they'll be halflings here, not gnomes.

edit:

Here's a map of the claimed spots.

Spoiler :
9wXfj.jpg
 
Always interested, Horse. I need to review your OP.

NW end of lake, at the beginning of the north branch of the river near the mountain pass.
 
Wop! Excited to have you here, Devercia. I'll see it it you have a great time this time around :D
 
My imagination always runs wild whenever you make one. On my commute, I made up a cosmology and whatnot to explain what I had in mind for my civ. It had a certain style, but the stone-age era seems a little early to manifest it.
 
Well they'll be launched into bronze-age equivalent societies by update 1.
 
Sorry - am I the brownish spot in the north-west or have you not included my culture to the new map? When I posted my culture I was looking at the old map, however, if brown is me, I'm fine with the location.
 
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