Popcornlord
Steampunk Mechanic
- Joined
- Oct 18, 2007
- Messages
- 787
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".
+++
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
+++
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.
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".
+++
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
+++
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.