NutraNESIV.5: Fantasy Remastered

because, you know, seon, that wouldn't be anticipated at all. actually, they design automated soldiers so that the enemy can in fact deactivate them and turn them against their masters.
 
So what do you need from me?

Species Name
Species: [Elf, Human, Dwarf, Halfling, Orc, Goblin, Beastmen]
Physique: [A short description of the typical member of your race]
[Whatever else you want to say]
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Culture Name
Society: [Blurb about your culture's social structure]
Ethics: [What is good and evil among your culture? What is seen as honorable?]
Religion: [If applicable what is the religious belief of your peoples?]
Economy: [How do your people typically make a living?]
Place Names: [A list of names your people would give to forests, rivers, grasslands, etc.]
City Names: [A list of names your people would give to their settlements]
Individual Names: [Names your people would give to their children, male and female]
[Whatever else you want to say]
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Polity Name
Government: [How is your polity ruled?]
Magick: [What magicks does your polity prize?]
Magickal Tradition: [How do your people typically cast spells? Who are their wizards/mages/sorcerers? Do they bear religious connotations?]
Military Tradition: [Who are your warriors and how do they fight? How strong is your military tradition?]
[Whatever else you want to say]


Just fill out that. One sentence answers are fine. I'm going to start writing update 0 by 10 pm tomorrow.
 
No, no, yours was fine! I was responding to Abaddon.
 
Not to be snotty, didn't we already do this in the other NES, can't I just transplant my halflings exactly as they were/are?
 
Yeah you can, and it's not snotty! I just need you to put the info here so I do not have to go hunting (cause I'm lazy).
 
Species: Elf
Physique: Tall, thin, and when adult covered in glowing markings over their body
They are sensitive to magic and naturally adept at using it.
+++
Culture Name: Dohtel
Society: The Dohtel Elves began life isolated to their isles and liked it that way. Once magic blossomed in their midst they took to it as a calf to its mother's teat. They lived, breathed, and spent most their lives studing and expanding their magical capabilities. Eventually they started to become focused on two aspects of their lives: before apprenticeship and after. A Dohtel goes through a ceremony where they seek apprenticeship to any master of any trade. Once accepted they are seen as an adult. Most seek mages to apprentice under, though only the best and brightest are taken as apprentice mages. The Dohtel are ruled by a council of the greatest mages in the islands.
Ethics: Expanding knowledge, loyalty to a master, mastering whatever job one apprentices as
Religion: The Dohtel do not have religion nor want it, they view it as a distraction to more important matters. They simply believe that when they die they are reincarnated to learn and experience more.
Economy: Magic Item Crafting, Teaching, Otherwise perfomring whatever job they trained in
Place Names: Aitel, Lynd, Rial, Eyr, Fialy
City Names: To'Aitel, Re'Fialy, (i.e. To, Re, Yi, Te, Fy appended to a place name indicating size of settlement)
Individual Names: Aliana, Felin, Tirath, Lyndria, Fyn, Eryn, Ranith, Chy
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Polity Name: Enlightened
Government: The Mage Council
Magick: Artification, Thaumaturgic
Magickal Tradition: Many are trained one of two ways, there is the ritual school which produces formulaic procedures to focus ones self into the spell casting (tends to be favored by Artification, Astral, and Alchemy). The other major school relies on focusing the mind to harness the energy around and in oneself to produce a spell (this practice also tends to focus on the limiting of emotions to prevent disruption to spell casting).
Military Tradition: The military is mainly well trained and smaller made up of soldiers, cavalry and most importantly magicians. They tend to fight relying on the magical prowess and enchanted equipment to see them through.

The coming of age ceremony is at the begining of every spring. The various individuals in a community coming of age that year spend a week talking to various masters, guilds, artisans, etc... who have apprenticeship openings and then they seek apprenticship with one or more groups. Until they get an apprenticeship they will perform menial labor or simple work for their livelihood. Once a Dohtel becomes an apprentice they go see a 'Life Marker' who is a caster who produces the blue marks and patterns on a Dohtel that tell their life story. The marks grow and expand as an individual grows in experience and reputation. Outside of the revered Life Markers no one is certain how the spells to make them work and in fact it is banned from trying to learn their secrets without being apprenticed to a Life Marker. To try and learn the skill or pretend to be one will result in immediate execution.
 
Areas of settlement with fortifications to support river trade also shown.

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Ruler/Player: Szandor LaVey the Great // Abaddon
Culture Name: Sheol (Gnomish Origin)
Government: Council of Elders (Despotic Oligarch)
Mutations: Camouflage 4 (Their skin can mutate to virtually any colour they like)
Double Jump (There is an extra joint in their legs, giving them a much bigger jump!)
Religion: Animalistic Polytheism, with a bit of "Our-leader-is-god-on-earth" mixed in depending on the ruler at the time
Ideology: Defencive, cautiously trading
Economic Base: The fish in the river, the wood from the forest, and the crops on the banks of the rivers between. Increasingly manufactured goods from the capital pay for the raw good coming from upstream
Nation Names: Sheol, Shayol, Sharnol, Heol, Heoal
City Names: Lof Yfel, Singodia, Yfel, Hi Yfel, Abyis
Place Names: The LaVey River runs through the Yfel Forest, starting at the Verdun Mountains and ending in the Endless Lake.
Capital: Lof Yfel

Nation Background: The people of Lof Yfel used to be fishermen and farmers living in small family groups and communities. Growing outside pressures from barbarians and slavers caused them to call out for a leader who could lead them in successful resistance. Such a suitable leader was Szandor LaVey. A grand figure, gifted in the way of the word as much as the sword. He united the people, and together they drove the barbarians far away from their lands. This was many generations ago, and it is now the river that dominates this nation. With lands secured the "nation" expanded up the river, with its numbers rapidly swelling. Now, several communities grow, one at each point of the rivers tributaries. Here trade is brisk, with it all feeding into the capital at the river mouth. Barges heavy with raw goods from the forest slowly make their way to the capital, to return lighter, but with manufactured goods desperatly needed in the newer outlying trade post/towns. With many families migrating to the relative safety of the Sheol's capital Lof Yfel pressures are beginning to mount. The original city is cramped within the walls Szandor LaVey built, and beyond its safety farming families still risk raiders and brigands. On other rivers several smaller towns have sprung up, and the trade flowing to Lof Yfel is the source of much wealth. This has caused Sheol to be become less xenophobic and aggressive society to outsiders. The forest to its back provides a warmth and supplies/fuel that is very different to the Endless Lake. Here nature still holds sway. Rituals are held there, with some religious villages hidden deep in the woods, safe from any attack. Increaslingly trade across the waters is important with Sheols boats traversing across the waves as well as just up and down river to exchange the goods created in Lof Yfel, and its surrounding smaller towns and cities.
 
Abaddon, just need one thing, what are the magicks your nation will focus on?
 
Kek-ikkalik* 'created from earth'
Species: Dwarf
Physique: Fairly typical squat, yet well-muscled dwarf race. Pure white hair, pale blue eyes. Kek-ikka tend to a height of about four to four and a half feet, and weigh about eighty to one hundred kilograms. They are renowned for their complete invulnerability and indifference to any extreme of temperature.
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Ikkir 'the world'
Society: Male and female genders are considered equal. Each tribe is ruled by a couple of dwarves, chosen for a combination of their competence and their concordance. If a chiefly couple fall out in matters of tribal rule, their tribe is merged with the first tribe they encounter, the chiefs of that tribe rule both and all status symbols are removed from the couple in dispute. As a result, very few arguments occur over tribal leadership and almost fifty tribes range the Ikkir homeland.
Ethics: The Kek-ikka live in complete harmony. Ethics have never been a question for them, however profanity, murder, theft, abuse and many of the other indulgences and temptations of other races are found extremely offensive and as a result, many members of non-Kek-ikka races are seen to have personality faults by the Kek-ikka.
Religion: Religion is extremely important to the Kek-ikka of Ikkir. Worship of the deity of harmony, Teiken, is universal among them, and homage is paid to his home in the far east twice a day - at first light, and at last light. Priests are chosen by the tribe, and each tribe has exactly one priest. This priest is responsible for the spritual guidance of every tribe member.
War is seen as a necessary evil by most Kek-ikka, however about 15% of Kek-ikka are sworn pacifists.
Economy: Tribes are collectives, and those with the capabilty to hunt, fish, and farm do so for their own benefit and for that of those who cannot do these things. Education is carried out by the priest in religion and letters, the male chief in hunting, fishing, sports and farming, and the female chief in mathematics and Kek-ikka society.
Place Names: 'Ikka' means earth or place. All place names are compound, consisting of 'Ikka', followed by a specific type and individual name. For example, 'Ikkanaz-Ekik' translates to Ekik Mountain.
'Naz': mountain
'Irik': plain
'Nizk': river
'Zek': hill
'Dedka': forest
'Ekia': ocean
'Uki': lake
'Ezsa': desert
'Saika': grassland
'Hakka': pass
Syllables in Kek-ikka language: k z u d n ak ek ik ok uk az ez iz oz uz ka ke ki ko ku za ze zi zo zu sai ha ya/ia de ir zk na ne ni no nu kek al tei
City Names: The same rule applies to settlements as to places. 'Naya' means a settled place and so settlement names take the form 'Ikkanaya-[individual name]'. See syllable list above for possible names.
Individual Names: Names always consist of four syllables in a string. The first two are the first syllable of the father's name, followed by the second syllable of the mother's name. The second two are the individual's personal name. For example, in the name Eksaizuha, 'Ek' comes from the individual's father, 'Sai' from the mother, and 'Zuha' is the individual's personal name.
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Iksai 'our place'
Government: Iksai is a confederation of tribes, the chiefs of which meet at the great plain of Ikkairik-dirzk once a year.
Magick: Astral, Astrology
Magickal Tradition: Priests are traditionally the teachers of magick, although there are typically ten to twelve other skilled magick workers in any one tribe. Both astral and astrological magicks are typically used to seek the direct advice and/or assistance of Teiken.
Military Tradition: Every member of every Iksene tribe is trained in self-defense and ways to defeat enemies without actually killing them. Kek-ikka typically take prisoners, and return them at the end of any war.

The Kek-ikkalik homeland is located in the far northern mountains and hills of Kore's cradle of civilisation.

*Changed the name slightly, changing some a lot of other stuff as well.
 
There are no deserts (check the biome maps, its all grasslands0, but everything else works.
 
I'll just switch out all the mentions of life in the 'desert' for in the 'hills' (except in the linguistics bit). That's what I thought they were, don't ask me why :p.

EDIT: done.
 
Nah, my girlfriend pointed out that they could look like that. When you guys encounter the desert you'll know its the desert.
 
Alright, I have started the update. Lord Joakim, are you still interested in playing in the NES?
 
Artification please boss. My tinkerer goblin/halfling/trader dudes will have all the +1 Swords you could possibly want!
 
Geomantic as well then please :)
 
Way to sidetrack me, Devercia.

Spoiler :
2vaz4gi.jpg
 
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